The Darkmoon Rabbit - Interesting idea. I like that it can backfire on you - almost like Bouncing Blade. Or at least, that's what I'm getting from the wording right now. If that's the case then I think it's fine - you could even maybe give it 1 more Health.
Hunter of Gnolls - I like the flavour, but the buff needs to go down a lot. Alternatively, you could reduce the buff by a little bit but have it only activate when Hunter of Gnolls kills the Gnoll, which would be more interesting. Either way, definitely needs a reduction in the buff. +1/+1 is more than enough.
Malevolent Tree - Not sure on the balance for it. It's an almost guaranteed 4 mana 6/8 Taunt, but it's delayed and doesn't do anything before then without buffs. I think that it might have too big a body. Maybe a 0/4?
@Shaveyou
Dragonmaw Wyrmcaller - The downside is a little too harsh I think. 2 mana for both seems logical, but I'm wary because all mana reduction style effects need to be watched. Since it's only Dragons though, you're still not going to get too much crazy out of it, so I think 2 each way is probably fine.
Dragonmaw Slaver - I think this has a little bit too much stats for its effect, given how a lot of Dragons have very high Health. In particular I think you can knock off some of its Attack, because overall it just feels a bit too good right now.
Wild Huntsman - Probably ok? Closest comparison is Fire Elemental, and I think the requirement is big enough to warrant the mana reduction. Not sure if there's a precedent for wording, but 'amount' doesn't feel right. Perhaps 'number'?
Rejuvenation - I like the idea. I have no idea how broken it could be, but conceptually, A+. I think 3 mana is probably ok, but I am wary of Ancient of War plus this on turn 10.
Arcane Armor - As you said, pretty simple. I don't love it, but I don't hate it either.
Dragonmaw Ascendent - I like this take on Evolve synergy, it's really unique. My only concern is that without Evolve effects in the same rotation as it, it could theoretically end up being just a worse Boulderfist Ogre. That's more of a realism concern than a balance one though, I think it's balanced as is. (Sidenote: Ascendant, not -ent :D)
Dragonmaw Skybreaker - I'm not sure how much we need anti-Dragon tech, but we do have Hungry Crab and Light's Champion. In that vein, though, I think it should have slightly worse stats, since it's effect is powerful enough that you wouldn't feel bad running it on the off-chance your opponent has a Dragon.
Unchained Drake - Obviously this technically has a downside, but overall it just feels like a better War Golem, since you'd only run it in a Dragon deck anyway. I'm not a huge fan of it, and I think it's too powerful as is. 7 mana 7/8 Deal 5 to the enemy hero? Or is it Heal your hero for 5? Either way, too good.
Nekros Skullcrusher - The Reverse Fandral Staghelm, I see =P I don't recall off the top of my head how many Reverse effects there are, but I think this is probably balanced.
Dragonmaw Stalker - Interesting concept. How would this work with Nekros? I feel like in some ways your 'Reverse' key word is a bit unneeded, and perhaps overcomplicates some things.
Alexstrasza's Gift - Probably decently balanced. I think a better way of wording the effect would be to have you gain Armor equal to the amount your hero was overhealed by. Not sure of the precise wording, but as it stands the effect is a bit unintuitive.
And now, the updates I've made to my cards! I'll probably have the boss's concepts finalised by tomorrow to show as well.
Unchanged Cards
Cleanse - An interpretation of the WoW ability as best as possible into Hearthstone mechanics.
Hired Thief - The missing Vanilla 4-Mana Stealth minion, erring closer to Stranglethorn Tiger than Jungle Panther because it isn't a Beast.
Magical Bindings - An introduction of a new sort of 'theme' for Rogue, that being hindering the opponent's actions. We've already sort of seen this with Beneath the Grounds, which discourages drawing too much. Balanced in that you can't just Shadowstep it or anything.
Undead Charbroiler - Conditional damage dealing, almost opposite to Rogues.
Changed Cards
Seafood Specialist - Bumped the Health a little bit, since his ability is so situational even in Arena. Could possibly find a place in some sort of Murlocadin.
Book of the Restless - Requires more set-up to get consistent draw from it, but can now be recycled better. Also adds the Combo mechanic as one I'm bringing to the Adventure, which I'm pleased with, as I like expanding on past mechanics more.
Book of the Taxidermist - One thing I wasn't pleased with was how much I was relying on the Discover mechanic. I practically used it more than my own new mechanic, Experience (which doesn't make an appearance this Wing, but does still exist!). So I altered this card to still be flavourful and keep to the idea I wanted, but to remove the Discover mechanic.
Iago the Sneakthief - Changed to better reflect the boss fight I have in mind, and also because I really disliked how I'd taken a Rogue exclusive mechanic and given it to everyone. Very shaky on the balance for this one.
Blackmailer - A much more interesting card than the last one, I think, and I'm pleased with that. Definitely not sure how much the Blackmailer + Blackmail package should cost as a whole, but I think the original part has to be quite cheap, so as not to get too much value from Preparation, thus necessitating a fairly cheap card given to the opponent.
Original Unchanged Cards
Cleanse - This seems too similar to Silence. I feel like it needs something more to differentiate it. It's the same cost, even.
Hired Thief - I think you could find a lot better art for this. The plain green background doesn't look like Hearthstone art. A thief is something that is easy to find art for.
Undead Charbroiler - This seems really weak. Compare it to Fire Elemental, which is 1 mana behind curve and does 3 damage to anything. This card is also 1 mana behind curve, but does less damage and with a restriction.
Seafood Specialist - I think this would be fine with 1 more stat. I mean, Hungry Crab is on curve with a similar ability.
Book of the Taxidermist - Do the books all have to cost 3 or something? This one seems too expensive. You're already sacrificing one of your minions. Even if it has a good Deathrattle, that's still significant.
Iago the Sneakthief - You can get this permanently stealthed if you just combine it with a Silent Knight. Is that too powerful? It's kinda slow, but you could buff it up. Could be really powerful in Paladin, I worry.
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar: Awesome concept. I think the correct wording is "survives damage" not "survives combat", however, if you look at Grim Patron as a reference. Unless you don't want to count all sources of damage, in which case I think this is fine.
Coldarra Owl: I like this one as well but I'd limit the effect to only the first time an enemy minion survives damage to prevent really deadly, potentially overpowered combos in the early game. This one is a little inconsistent as it says
D. E. H. T. A. Enforcer: Not bad. Very niche but good. I think it's balanced.
Crocolisk Ambusher: Just another nitpick here, "survives damage" > "survives combat". Unless that's intentional to prevent all sources of damage from counting towards the effect.
Gorloc Mistcaller: I think it should be "cast" a spell, not "play" a spell. Minor nitpick.
Hierophant Liandra: Just needs a typo fixed "You" > "Your." I think it looks ok though. Maybe make it a 5/5 so it's not too powerful but it only affects Beasts so I think 5/6 is fine too.
Just a quick little review I did while I had some free time. Hope some of it helps, like what you have so far, didn't have too many negative comments. I think my favorite one is Bloodthirsty Wolvar so far. Really like that one.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Okay, I've completed the first boss in my wing, which is also the one I want to showcase. Remember that my adventure is Nesingwary's Expedition, where you journey with Hemet Nesingwary around the globe hunting dangerous Beasts, and getting into other adventures. In Wing 3, you have journeyed to Sholazar Basin in Northrend.
Fight 1 - Wolvar vs. Gorlocs
As you enter Sholazar Basin, you witness a scene of chaos: the jungle is an all-out battlefield. Wolvar are fighting Gorlocs everywhere you look. You won’t be able to get any hunting done like this! As you soon learn, Sholazar has been thrown out of balance with the destruction of one of the pillars that provides life in this unlikely jungle. You must gather three life crystals and rally one of the competing factions here to bring peace back to the basin. But do you choose to side with the bloodthirsty Wolvar, who seek to use the crystals power to eradicate their enemies, or with the nature-attuned Gorlocs, who will use the crystals to restore the natural balance? Either way will probably have lasting consequences…
When the battle starts, you are given a choice: side with the Gorlocs or the Wolvar? Whichever one you choose, you gain that chieftain on your side of the board. The other chieftain spawns on the opponent’s side. At the start of every turn, two faction minions spawn for that side. These will be Wolvar Warriors or Gorloc Warriors. Every other turn, one of these will instead be a Wolvar Shaman or Gorloc Mistweaver. You will not be able to control any of these faction minions. The AI attacks with them at the end of your turn, and they have simple rules for attacking. The faction minions always attack other faction minions, unless there is a Taunt minion in the way, which they’ll attack instead. Chieftains always attack each other. The Warriors will attack other Warriors first before attacking the Chieftain. If there is a Wolvar Shaman or Gorloc Mistweaver out, they will attack those first. Here are all of the faction minions:
To win this fight, you need to accumulate 2 Sholazar Crystals and gain 100 reputation. The main way to do this is through Quests. Each turn, a Quest card is added to your hand. Each has a task you need to complete, as well as a bad effect that is in play until you finish the quest. Completing a quest gives you 5 Reputation. The Quests are uncastable spells that only go away once you complete the quest objective, so they will fill up your hand if you don’t do them. The Quests you can get differ by faction:
Wolvar Quests:
Rogue/Druid Only:
Gorloc Quests:
Priest Only:
In addition, when you get to 50 and 75 reputation, you receive a special quest that gives you a crystal when completed, as well as 10 reputation:
Wolvar Crystal Quest:
When you get this quest, the Hydra spawns for your opponent.
Gorloc Crystal Quest:
When you get this quest, the Proto-Drake spawns for your opponent, and the Chieftain's Son spawns for you. When this quest is complete, the Proto-Drake and the Chieftain’s Son instantly disappear.
The crystals also take up space in your hand.
Another way to get reputation is killing faction minions. Killing the Chieftain gives you 10 reputation. When any chieftain dies or is transformed or otherwise ceases to be on the board, it immediately respawns (the power of the crystals!), so you can keep doing this. Killing another faction minion gives you 2 reputation.
You can also lose reputation. When your faction minions die, you lose that much reputation. If you discard a Quest card, whether from an effect like Succubus or because your hand is full, you lose 5 reputation.
Once you reach 100 reputation, you win the game if you have 2 Sholazar Crystals in your hand. Otherwise, you are stuck at 99 reputation until you get both crystals.
This is pretty complicated, so let me know what you think. Also, tell me what isn't clear, since there's probably a lot.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Thanks, I think I will follow all of your suggestions. My promised reviews:
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar - My first though was that this should be a 3/3. Compare it to Flesheating Ghoul. However unlike your card, you have control over Flesheating Ghoul at the turn you play him, so he is almost never a 2/3 at your opponents turn. Also ghoul can grow faster and out of hand which makes him far better, your card is caped at 2 stats per turn. And ghoul is also not a very good card since he is almost strictly worse than Frothing Berserker (I'm not even going to try compare your card to that). Your card would have the same problem as Thrallmar Farseer and Tauren Warrior - it is most of the time just a 3 mana 2/3 at the mercy of your opponent. Tauren Warrior is almost strictly better since, if he survives combat or any damage at all, he gets +3 stats and he already has taunt. And Tauren Warrior is a terrible card by itself.
Coldarra Owl - I had to read it twice to get what it does. Not a problem for me personally, but in hearthstone it should usually be only once. Maybe something like "Whenever this minions survives damage, gain spell damage +1." Or "Whenever a minion survives combat, gain spell damage +1." However in both of these you lose the intended synergy with mage pings you planed for so maybe not, I'm just throwing it out.
DEHTA Enforcer - Somewhat comparable to Flamewaker. The card is fine but it makes Bloodthirsty Wolvar look even weaker (the effect is stronger, can activate multiple times in the same turn and you have control over it).
Crocolisk Ambusher - I like it. With 5 attack this would probably only trigger on face damage most of the time. Looks really strong for arena. You still have face damage as an option, but Icehowl has charge so i think this is fine.
Gorloc Mistcaller - Looks weak compared to Emperor Thaurissan. I think he can get away with +1 stat , the only thing that goes for him is that he is a 4 drop so it's easier to combo. You have to trigger the effect 3 or 4 times to even get reasonable value, quite situational.
Protector of the Wilds - I really like the effect. The first option is something new we need and the second one in line with previous druid cards. However, a letter in the 3rd row is touching his attack number, looks ugly, go for 4 rows. Also the name looks weird, someone who protects the wild sends 2 little animals to battle to do the job.
Hierophant Liandra - stats do look weak since it's either going to be face or killing Liandra. But I think immune minions cant be targeted by spells so this prevents stuff like Entombing a Savannah Highmane so maybe it's fine, I would probably give it +1 stat. The problem you have with this card is that many people forget that taunted immune minions don't really have taunt so you gonna get a lot of these "taunt + Liandra gg terruble dasign" comments outspoken or through not getting votes silently. Mention the immune + taunt interaction at least, but even then not everyone reads the full posts. You could also go completely around this by giving Liandra taunt so that she is always an optional target. Taunt also makes Fossilized Devilsaur a beast protector.
As for your Wolvar vs. Gorlocs battle, I think it's very creative, I like the idea of choosing a side at the start, although I think it's very likely hard to balance so there will be an easier choice that people choose more often but there isn't much you can do about it without game testing. Two more things:
1) "Great Guardian" has unclear text, I'm not sure what it does.
2) It could be too fast to get a quest every turn and if you get a bad start they could clog your hand quickly. The more you have them in your hand the harder it gets to solve them since that means less access to useful cards and you have more of these detrimental effects from quest cards. I think you should cap the number of possible quest cards in your hand (for example 3) after which you stop getting new quests until you solve the old ones.
3) You should maybe mention whether you can get the same quest twice and if the effect stacks.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Thanks, I think I will follow all of your suggestions. My promised reviews:
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar - My first though was that this should be a 3/3. Compare it to Flesheating Ghoul. However unlike your card, you have control over Flesheating Ghoul at the turn you play him, so he is almost never a 2/3 at your opponents turn. Also ghoul can grow faster and out of hand which makes him far better, your card is caped at 2 stats per turn. And ghoul is also not a very good card since he is almost strictly worse than Frothing Berserker (I'm not even going to try compare your card to that). Your card would have the same problem as Thrallmar Farseer and Tauren Warrior - it is most of the time just a 3 mana 2/3 at the mercy of your opponent. Tauren Warrior is almost strictly better since, if he survives combat or any damage at all, he gets +3 stats and he already has taunt. And Tauren Warrior is a terrible card by itself.
The difference between all of these examples and my card, is that Bloodthirsty Wolvar can heal himself, basically. And how much is that worth? It might be too weak as a 2/3 but too strong as a 3/3. The point of this card is to clear weak minions without really taking damage, because you get Health back.
Crocolisk Ambusher - I like it. With 5 attack this would probably only trigger on face damage most of the time. Looks really strong for arena. You still have face damage as an option, but Icehowl has charge so i think this is fine.
"Survives combat" is a mechanic I've defined for my adventure, and it does not include going face. It only involves combat with another minion or being attacked by a Hero. So this is stronger than you thought it was.
Gorloc Mistcaller - Looks weak compared to Emperor Thaurissan. I think he can get away with +1 stat , the only thing that goes for him is that he is a 4 drop so it's easier to combo. You have to trigger the effect 3 or 4 times to even get reasonable value, quite situational.
Thaurissan is a legendary card though. You would expect it to be stronger. I see your point, though.
As for your Wolvar vs. Gorlocs battle, I think it's very creative, I like the idea of choosing a side at the start, although I think it's very likely hard to balance so there will be an easier choice that people choose more often but there isn't much you can do about it without game testing. Two more things:
Does it really need to be balanced? The options are very different, so people will be able to try different strategies for the two choices. It is likely one will end up being easier, but I really don't think that matters. People who netdeck might always pick the same option, but that's not who you balance the adventure for.
1) "Great Guardian" has unclear text, I'm not sure what it does.
Were you not sure what 'chieftain' refers to? Each side controls a chieftain. It's the main faction minion.
2) It could be too fast to get a quest every turn and if you get a bad start they could clog your hand quickly. The more you have them in your hand the harder it gets to solve them since that means less access to useful cards and you have more of these detrimental effects from quest cards. I think you should cap the number of possible quest cards in your hand (for example 3) after which you stop getting new quests until you solve the old ones.
Clogging up your hand is the point of the quests and crystals. It's part of the challenge of this boss fight. I could make the Hero Power cost (2), though, so that you have a little bit of time to set up on Normal mode.
3) You should maybe mention whether you can get the same quest twice and if the effect stacks.
I intended for you to be able to get the same quest twice and for the effects to stack. I guess I could say you can't get the same quest twice so that there's a limit to the hand clogging.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Thanks, I think I will follow all of your suggestions. My promised reviews:
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar - My first though was that this should be a 3/3. Compare it to Flesheating Ghoul. However unlike your card, you have control over Flesheating Ghoul at the turn you play him, so he is almost never a 2/3 at your opponents turn. Also ghoul can grow faster and out of hand which makes him far better, your card is caped at 2 stats per turn. And ghoul is also not a very good card since he is almost strictly worse than Frothing Berserker (I'm not even going to try compare your card to that). Your card would have the same problem as Thrallmar Farseer and Tauren Warrior - it is most of the time just a 3 mana 2/3 at the mercy of your opponent. Tauren Warrior is almost strictly better since, if he survives combat or any damage at all, he gets +3 stats and he already has taunt. And Tauren Warrior is a terrible card by itself.
The difference between all of these examples and my card, is that Bloodthirsty Wolvar can heal himself, basically. And how much is that worth? It might be too weak as a 2/3 but too strong as a 3/3. The point of this card is to clear weak minions without really taking damage, because you get Health back.
Crocolisk Ambusher - I like it. With 5 attack this would probably only trigger on face damage most of the time. Looks really strong for arena. You still have face damage as an option, but Icehowl has charge so i think this is fine.
"Survives combat" is a mechanic I've defined for my adventure, and it does not include going face. It only involves combat with another minion or being attacked by a Hero. So this is stronger than you thought it was.
Gorloc Mistcaller - Looks weak compared to Emperor Thaurissan. I think he can get away with +1 stat , the only thing that goes for him is that he is a 4 drop so it's easier to combo. You have to trigger the effect 3 or 4 times to even get reasonable value, quite situational.
Thaurissan is a legendary card though. You would expect it to be stronger. I see your point, though.
As for your Wolvar vs. Gorlocs battle, I think it's very creative, I like the idea of choosing a side at the start, although I think it's very likely hard to balance so there will be an easier choice that people choose more often but there isn't much you can do about it without game testing. Two more things:
Does it really need to be balanced? The options are very different, so people will be able to try different strategies for the two choices. It is likely one will end up being easier, but I really don't think that matters. People who netdeck might always pick the same option, but that's not who you balance the adventure for.
1) "Great Guardian" has unclear text, I'm not sure what it does.
Were you not sure what 'chieftain' refers to? Each side controls a chieftain. It's the main faction minion.
2) It could be too fast to get a quest every turn and if you get a bad start they could clog your hand quickly. The more you have them in your hand the harder it gets to solve them since that means less access to useful cards and you have more of these detrimental effects from quest cards. I think you should cap the number of possible quest cards in your hand (for example 3) after which you stop getting new quests until you solve the old ones.
Clogging up your hand is the point of the quests and crystals. It's part of the challenge of this boss fight. I could make the Hero Power cost (2), though, so that you have a little bit of time to set up on Normal mode.
3) You should maybe mention whether you can get the same quest twice and if the effect stacks.
I intended for you to be able to get the same quest twice and for the effects to stack. I guess I could say you can't get the same quest twice so that there's a limit to the hand clogging.
Bloodthirsty Wolvar - one thing that I overlooked is that it can also trigger during your opponents turn. I don't think the self healing is that big of a deal (Cobalt Guardian kinda does it and that card is junk), it's too slow to snowball, but being immune to small minions is worth something. However, it trades evenly with most 2 drops, even a 2/3 trades 1 for 1 with it so I still think it could be a 3/3. Its just very easy to play around this card.
Crocolisk Ambusher - if that is the intended effect it's worded wrong. You should specify "minion" then because the enemy hero is also a "target" (Bane of Doom also works on heroes, but it also usually means the battle is over). Does any card even use the term "target"? Its usually character or minion. Also the card is slightly OP the way you intended it. With 5 attack you either always kill the minion or you attack something big enough that the croc dies anyway (the effect is irrelevant if croc dies). As a smaller minion, lets say a 2 mana 3/3 I would give it a pass, but I don't think it would trigger its effect many times as a 5/5, and even if he does, a 3/5 is vanilla too, trigger twice will almost never happen, croc will die before that happens.
The balance thing about your boss fight is just a side note, don't give it much weight. None of our boss battles is balanced for certain without game testing and I think we should not bother that much, I didn't.
About "Great Guardian" I didn't got the "+1 damage from all sources" because for some reason I thought it is a "one time trigger". I get it now.
As for the clogging do as you want, but if there is no limit to the number of quest the fight is very dependent on how well you start.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Thanks, I think I will follow all of your suggestions. My promised reviews:
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar - My first though was that this should be a 3/3. Compare it to Flesheating Ghoul. However unlike your card, you have control over Flesheating Ghoul at the turn you play him, so he is almost never a 2/3 at your opponents turn. Also ghoul can grow faster and out of hand which makes him far better, your card is caped at 2 stats per turn. And ghoul is also not a very good card since he is almost strictly worse than Frothing Berserker (I'm not even going to try compare your card to that). Your card would have the same problem as Thrallmar Farseer and Tauren Warrior - it is most of the time just a 3 mana 2/3 at the mercy of your opponent. Tauren Warrior is almost strictly better since, if he survives combat or any damage at all, he gets +3 stats and he already has taunt. And Tauren Warrior is a terrible card by itself.
The difference between all of these examples and my card, is that Bloodthirsty Wolvar can heal himself, basically. And how much is that worth? It might be too weak as a 2/3 but too strong as a 3/3. The point of this card is to clear weak minions without really taking damage, because you get Health back.
Crocolisk Ambusher - I like it. With 5 attack this would probably only trigger on face damage most of the time. Looks really strong for arena. You still have face damage as an option, but Icehowl has charge so i think this is fine.
"Survives combat" is a mechanic I've defined for my adventure, and it does not include going face. It only involves combat with another minion or being attacked by a Hero. So this is stronger than you thought it was.
Gorloc Mistcaller - Looks weak compared to Emperor Thaurissan. I think he can get away with +1 stat , the only thing that goes for him is that he is a 4 drop so it's easier to combo. You have to trigger the effect 3 or 4 times to even get reasonable value, quite situational.
Thaurissan is a legendary card though. You would expect it to be stronger. I see your point, though.
As for your Wolvar vs. Gorlocs battle, I think it's very creative, I like the idea of choosing a side at the start, although I think it's very likely hard to balance so there will be an easier choice that people choose more often but there isn't much you can do about it without game testing. Two more things:
Does it really need to be balanced? The options are very different, so people will be able to try different strategies for the two choices. It is likely one will end up being easier, but I really don't think that matters. People who netdeck might always pick the same option, but that's not who you balance the adventure for.
1) "Great Guardian" has unclear text, I'm not sure what it does.
Were you not sure what 'chieftain' refers to? Each side controls a chieftain. It's the main faction minion.
2) It could be too fast to get a quest every turn and if you get a bad start they could clog your hand quickly. The more you have them in your hand the harder it gets to solve them since that means less access to useful cards and you have more of these detrimental effects from quest cards. I think you should cap the number of possible quest cards in your hand (for example 3) after which you stop getting new quests until you solve the old ones.
Clogging up your hand is the point of the quests and crystals. It's part of the challenge of this boss fight. I could make the Hero Power cost (2), though, so that you have a little bit of time to set up on Normal mode.
3) You should maybe mention whether you can get the same quest twice and if the effect stacks.
I intended for you to be able to get the same quest twice and for the effects to stack. I guess I could say you can't get the same quest twice so that there's a limit to the hand clogging.
Bloodthirsty Wolvar - one thing that I overlooked is that it can also trigger during your opponents turn. I don't think the self healing is that big of a deal (Cobalt Guardian kinda does it and that card is junk), it's too slow to snowball, but being immune to small minions is worth something. However, it trades evenly with most 2 drops, even a 2/3 trades 1 for 1 with it so I still think it could be a 3/3. Its just very easy to play around this card.
Crocolisk Ambusher - if that is the intended effect it's worded wrong. You should specify "minion" then because the enemy hero is also a "target" (Bane of Doom also works on heroes, but it also usually means the battle is over). Does any card even use the term "target"? Its usually character or minion. Also the card is slightly OP the way you intended it. With 5 attack you either always kill the minion or you attack something big enough that the croc dies anyway (the effect is irrelevant if croc dies). As a smaller minion, lets say a 2 mana 3/3 I would give it a pass, but I don't think it would trigger its effect many times as a 5/5, and even if he does, a 3/5 is vanilla too, trigger twice will almost never happen, croc will die before that happens.
The balance thing about your boss fight is just a side note, don't give it much weight. None of our boss battles is balanced for certain without game testing and I think we should not bother that much, I didn't.
About "Great Guardian" I didn't got the "+1 damage from all sources" because for some reason it sounded like a "one time trigger". I get it now.
As for the clogging do as you want, but if there is no limit to the number of quest the fight is very dependent on how well you start.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Dilemma 1: I don't think there's anything wrong with this, considering Bling-tron exists.
Dilemma 2: This is not believable at all. Druids only transform into Beasts (or trees). A Murloc isn't a Beast, and transforming into a Pirate doesn't make any sense no matter how you look at it. Pirate is a profession, not a form.
Dilemma 3: I don't think you should try to push Pirate synergy too hard in Hunter. If you imagine this was an actual expansion, I think people would be a lot happier to get a Hunter weapon that is useful outside of niche Pirate decks. Like with their primary synergy: Beasts. I think the second one is better, and it's also intuitive, considering people know how Lightspawn works. I think you should have to attack be zero to be similar to Lightspawn. Note that this version has synergy with Captain Greenskin.
I don't really see any issues with any of your other cards. The only thing is, Captain's Cutlass should be worded: "Give your Pirates +1/+1."
Thanks, I think I will follow all of your suggestions. My promised reviews:
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Bloodthirsty Wolvar - My first though was that this should be a 3/3. Compare it to Flesheating Ghoul. However unlike your card, you have control over Flesheating Ghoul at the turn you play him, so he is almost never a 2/3 at your opponents turn. Also ghoul can grow faster and out of hand which makes him far better, your card is caped at 2 stats per turn. And ghoul is also not a very good card since he is almost strictly worse than Frothing Berserker (I'm not even going to try compare your card to that). Your card would have the same problem as Thrallmar Farseer and Tauren Warrior - it is most of the time just a 3 mana 2/3 at the mercy of your opponent. Tauren Warrior is almost strictly better since, if he survives combat or any damage at all, he gets +3 stats and he already has taunt. And Tauren Warrior is a terrible card by itself.
The difference between all of these examples and my card, is that Bloodthirsty Wolvar can heal himself, basically. And how much is that worth? It might be too weak as a 2/3 but too strong as a 3/3. The point of this card is to clear weak minions without really taking damage, because you get Health back.
Crocolisk Ambusher - I like it. With 5 attack this would probably only trigger on face damage most of the time. Looks really strong for arena. You still have face damage as an option, but Icehowl has charge so i think this is fine.
"Survives combat" is a mechanic I've defined for my adventure, and it does not include going face. It only involves combat with another minion or being attacked by a Hero. So this is stronger than you thought it was.
Gorloc Mistcaller - Looks weak compared to Emperor Thaurissan. I think he can get away with +1 stat , the only thing that goes for him is that he is a 4 drop so it's easier to combo. You have to trigger the effect 3 or 4 times to even get reasonable value, quite situational.
Thaurissan is a legendary card though. You would expect it to be stronger. I see your point, though.
As for your Wolvar vs. Gorlocs battle, I think it's very creative, I like the idea of choosing a side at the start, although I think it's very likely hard to balance so there will be an easier choice that people choose more often but there isn't much you can do about it without game testing. Two more things:
Does it really need to be balanced? The options are very different, so people will be able to try different strategies for the two choices. It is likely one will end up being easier, but I really don't think that matters. People who netdeck might always pick the same option, but that's not who you balance the adventure for.
1) "Great Guardian" has unclear text, I'm not sure what it does.
Were you not sure what 'chieftain' refers to? Each side controls a chieftain. It's the main faction minion.
2) It could be too fast to get a quest every turn and if you get a bad start they could clog your hand quickly. The more you have them in your hand the harder it gets to solve them since that means less access to useful cards and you have more of these detrimental effects from quest cards. I think you should cap the number of possible quest cards in your hand (for example 3) after which you stop getting new quests until you solve the old ones.
Clogging up your hand is the point of the quests and crystals. It's part of the challenge of this boss fight. I could make the Hero Power cost (2), though, so that you have a little bit of time to set up on Normal mode.
3) You should maybe mention whether you can get the same quest twice and if the effect stacks.
I intended for you to be able to get the same quest twice and for the effects to stack. I guess I could say you can't get the same quest twice so that there's a limit to the hand clogging.
Crocolisk Ambusher - if that is the intended effect it's worded wrong. You should specify "minion" then because the enemy hero is also a "target" (Bane of Doom also works on heroes, but it also usually means the battle is over). Does any card even use the term "target"? Its usually character or minion. Also the card is slightly OP the way you intended it. With 5 attack you either always kill the minion or you attack something big enough that the croc dies anyway (the effect is irrelevant if croc dies). As a smaller minion, lets say a 2 mana 3/3 I would give it a pass, but I don't think it would trigger its effect many times as a 5/5, and even if he does, a 3/5 is vanilla too, trigger twice will almost never happen, croc will die before that happens.
For the 'survives combat', that is a term I've already defined in my previous wings, so I can't change it now. It's not really about wording because it's a new mechanic. Other cards I've made would be imbalanced if surviving combat included attacking the enemy hero. Also, note that this card is only half a stat above curve. If I nerfed the stats at all, it would be just a worse Chillwind Yeti.
For the fight, I think I will limit the Quests to 1 each, and make the Hero power cost (2) on normal. I'll probably try to come up with another quest, too.
So.... erm... I may have got buried in work and failed to get back to this. Anyway, on with the...:
Reviews:
Shadowsofsense:
Cleanse: Seems reasonable. Could possibly do with being 1 mana, as being able to trade, heal, and still play on curve is very, very powerful. The fact that Paladin lack a lot of high HP early game makes it a bit more balanced at 0 though.
Seafood Specialist: Would see play in Anyfin, as well as Mill Rogue. Not sure about anywhere else though.
Magical Bindings: Love the effect, would prefer to see it with a bit less attack, maybe as a 3/6, but it's ok as is.
Book of the Leatherworker: Best of this set for me, and could even make Core Hound an option, seeing how powerful the 7 mana slot is. Probably better used with Stranglethorn Tiger, to get an effective trade in first, but still.
Book of the Restless: Would only fit in Mill Rogue, with maybe an option in Combo, but there are so many better draw options. Seems a bit expensive, but I assume all your books are 3 cost?
Iago, the Sneakthief: A considerably better effect than a 2 mana spell, with a 1.5 mana body attached. Could do with a cost increase in my opinion.
Undead Charbroiler: All good, love the name, maybe could be a 4/4, but it's a big maybe.
Eavesdrop: Thief Rogue is one of my favourite decks at the moment, and I would play this without question. Fits the archetype, and reduces the awful cards you can end up with playing this deck.
Mariotoast:
The Darkmoon Rabbit: I can't imagine this seeing play outside of a few fun decks, as there's very few decks that want nothing on the board on turn 6. I might put this in Druid, as innervating it out of turn 4 should clear the board and leave the bunny alive. Love the Python reference regardless.
Hunter of Gnolls: It just seems to easy to kill the 2/2 on the same turn, leaving an 8/7 4 drop. Compare this to Hungry Dragon, which is a 5/6, that summons on average 3 stats points, and possibly end up with Pit Snake. I get that this is weaker to start, and an awful play if you have nothing on the board on turn 4, but it still seems too strong. Maybe as a 4/3?
Malevolent Tree: If I get the Countdown right, this becomes a 6/8 Taunt on turn 6? 5 Health is insanely difficult to get rid of from stealth, and druid canInnervate this out of turn 2, getting a taunt that can shut down even Flamewreathed Faceless on turn 4. I'm not sure of a fix, but this is insanely OP at the moment. I do like the mad violent/malevolent play on words though.
Nurgling13:
Bloodthirsty Wolvar: I like the design, but this isn't surviving anything more than a token. Could be strong against Paladin and Shaman hero powers, but would struggle elsewhere. At least a 2/4 is needed in my opinion.
Coldarra Owl: Good synergy with mages HP, as well as Arcane Missiles, Flamewaker, and countless others. Like this one a lot.
DEHTA Enforcer: A bit strange, but would work amazingly well with Unleash the Hounds if it works in the way I think it works, essentially giving your hounds +2 attack. Maybe a bit too strong statted as a neutral though.
Crocolisk Ambusher: Interesting effect, I'm not entirely sure about the balancing, with the exception of coining this out then following up with Houndmasterwould be devastating.
Gorloc Mistcaller: I'd personally use this in Thief Rogue in conjunction with Ethereal Peddler. Would work with any deck with cheap spells/poisons/spare parts, like a less valuable Archmage Antonidas. I'd contemplate showcasing this.
Protector of the Wilds: Works with token/Savage roar, and also Beast Druid, so multi purpose. Can be absolutely disgusting with Fandral. just hitting a single beast gives value. Might be a little strong, but that's what I thought about Menagerie Warden as well, and hows Beast Druid doing in the Meta? A good showcase.
Hierophant Liandra: I could see this being used as an board clear prevention tool. Maybe slightly too strong, but does nothing to keep you alive, as immune taunts are bypassed, and could easily be misplayed into a loss. It works.
Sneaky_Raptor
Shoal Lurker: A better comparison would be Rogue's Deadly Fork, which gives an extra attack on both minion and weapon, for 1 extra mana. However, 2 attack is significantly worse than 3 attack, which is why Fiery War Axe is amazing, while Argent Lance is never played. I think it's balanced, but I can't imagine it being played, as the classes that can make the most of weapons, have weapons.
Druid of the Fin: The issue here, is that Druids turn into beasts. Murloc is a sub-humanoid race, while pirates are humanoid. If you did choose to go down the beast route (Current known aquatic druid forms are Sealion and Orca if you were interested, although you could always make your own) then I think it would balance nicely. Could even be better than Druid of the Sabre with Fandral as a 2/3 Stealth/Taunt is better than a 3/2 Stealth/Charge.
The Boomstick: I prefer the second design. 1 mana weapons are tricky, as we currently have a 1/4 Light's Justice, and the laughable Cursed Blade to balance them. A 2/2 that becomes a 1/1 still trades evenly with Tunnel Trogg and Mana Wyrm, albeit with a healthly chunk of face damage taken, so I feel it works.
Salvage Squad: Fine, nothing groundbreaking, apart from possibly in Wild with Reincarnate/Ancestral Spirit.
Melting Golem: This is strong. I mean seriously strong. I think it could be a 9 cost.
Ghost Ship: An Anyfin for Rogues, especially with the Combo. The worry here is that as Ship's Cannon is a 2 cost card, you could drop one, then this with the combo, to deal 12 damage to 6 random enemies, then potentially go face with another 6 charge damage (2 x Southsea Deckhand, 1 x Southsea Captain. Not as powerful as Anyfin, but a lot less set up as well, in a class that has always perfected combo plays.
Hammerhead Loot Sorter: Interesting effect, a sort of mid game mulligan. Not bad, but it could restrict your play if you needed the cards in your current hand, since this would become a dead card for the moment.
Captains Cutlass: Nothing to say on this really, seems fair enough.
Navigation: The UI for this would be a pain. Discover pushes it already, five cards would be painful, and then to make it easy to stack them as well, would be complicated. If you're set on the idea then you're set. I think it would be awkward.
Spike: I imagine the main use of this would be to set up for a Savage Roar/Bloodlust play? Not bad, though it needs a board for value.
I think that covers it all? Sorry if I missed anyone.
Amendments:
1st boss:
Dragonmaw Wyrmcaller: General consensus was that the drawback was too harsh. I'm still a bit concerned this card is weak compared to Dragon Consort, as it needs to survive to have value, but it could lead into a turn 7 Ysera if it survives. I'm thinking of making this a battlecry, but it could be insanely OP in certain situations.
Dragonmaw Slaver: Stats nerfed, effect remains.
2nd Boss:
Wild Huntsman: Stats nerfed.
Rejuvenation: No changes. I'm aware that concerns about a turn 10 Ancient of War + Rejuvenation play is too strong, but I don't feel it is for a 10 mana, 2 card combo. If it isn't strong for that cost, it would be ignored.
3rd boss:
Arcane Armor: No changes....yet. Still not sure, but I wanted something for a Spell Damage mage archetype.
Dragonmaw Ascendant: Sleep enduced typo fixed :)
End of Wing:
Dragonmaw Skybreaker: Stats nerfed, so it is a tech card, and not just a card to throw into any deck. Would be a good 1 of in a control heavy meta.
Unchained Drake: Complete overhaul on the previous design. I tried to balance it against Silithid Swarmer.
Nekros Skullcrusher: Another complete overhaul, I don't think I will have enough Reverse effects to make the previous one work, and this fits for the lore, and for the encounter I'm working on.
Malevolent Tree: If I get the Countdown right, this becomes a 6/8 Taunt on turn 6? 5 Health is insanely difficult to get rid of from stealth, and druid canInnervate this out of turn 2, getting a taunt that can shut down even Flamewreathed Faceless on turn 4. I'm not sure of a fix, but this is insanely OP at the moment. I do like the mad violent/malevolent play on words though.
Shoal Lurker: A better comparison would be Rogue's Deadly Fork, which gives an extra attack on both minion and weapon, for 1 extra mana. However, 2 attack is significantly worse than 3 attack, which is why Fiery War Axe is amazing, while Argent Lance is never played. I think it's balanced, but I can't imagine it being played, as the classes that can make the most of weapons, have weapons.
Druid of the Fin: The issue here, is that Druids turn into beasts. Murloc is a sub-humanoid race, while pirates are humanoid. If you did choose to go down the beast route (Current known aquatic druid forms are Sealion and Orca if you were interested, although you could always make your own) then I think it would balance nicely. Could even be better than Druid of the Sabre with Fandral as a 2/3 Stealth/Taunt is better than a 3/2 Stealth/Charge.
The Boomstick: I prefer the second design. 1 mana weapons are tricky, as we currently have a 1/4 Light's Justice, and the laughable Cursed Blade to balance them. A 2/2 that becomes a 1/1 still trades evenly with Tunnel Trogg and Mana Wyrm, albeit with a healthly chunk of face damage taken, so I feel it works.
Salvage Squad: Fine, nothing groundbreaking, apart from possibly in Wild with Reincarnate/Ancestral Spirit.
Melting Golem: This is strong. I mean seriously strong. I think it could be a 9 cost.
Ghost Ship: An Anyfin for Rogues, especially with the Combo. The worry here is that as Ship's Cannon is a 2 cost card, you could drop one, then this with the combo, to deal 12 damage to 6 random enemies, then potentially go face with another 6 charge damage (2 x Southsea Deckhand, 1 x Southsea Captain. Not as powerful as Anyfin, but a lot less set up as well, in a class that has always perfected combo plays.
Hammerhead Loot Sorter: Interesting effect, a sort of mid game mulligan. Not bad, but it could restrict your play if you needed the cards in your current hand, since this would become a dead card for the moment.
Captains Cutlass: Nothing to say on this really, seems fair enough.
Navigation: The UI for this would be a pain. Discover pushes it already, five cards would be painful, and then to make it easy to stack them as well, would be complicated. If you're set on the idea then you're set. I think it would be awkward.
Spike: I imagine the main use of this would be to set up for a Savage Roar/Bloodlust play? Not bad, though it needs a board for value.
I think that covers it all? Sorry if I missed anyone.
Amendments:
1st boss:
Dragonmaw Wyrmcaller: General consensus was that the drawback was too harsh. I'm still a bit concerned this card is weak compared to Dragon Consort, as it needs to survive to have value, but it could lead into a turn 7 Ysera if it survives. I'm thinking of making this a battlecry, but it could be insanely OP in certain situations.
Dragonmaw Slaver: Stats nerfed, effect remains.
2nd Boss:
Wild Huntsman: Stats nerfed.
Rejuvenation: No changes. I'm aware that concerns about a turn 10 Ancient of War + Rejuvenation play is too strong, but I don't feel it is for a 10 mana, 2 card combo. If it isn't strong for that cost, it would be ignored.
3rd boss:
Arcane Armor: No changes....yet. Still not sure, but I wanted something for a Spell Damage mage archetype.
Dragonmaw Ascendant: Sleep enduced typo fixed :)
End of Wing:
Dragonmaw Skybreaker: Stats nerfed, so it is a tech card, and not just a card to throw into any deck. Would be a good 1 of in a control heavy meta.
Unchained Drake: Complete overhaul on the previous design. I tried to balance it against Silithid Swarmer.
Nekros Skullcrusher: Another complete overhaul, I don't think I will have enough Reverse effects to make the previous one work, and this fits for the lore, and for the encounter I'm working on.
Class Challenges:
No changes, I'm pretty happy with these.
Thanks for the review.
What you and nurgling said about the druid card is exactly what I wanted to know since I'm not a WOW player myself. Thanks again.
I agree that Shoal Lurker would see no play in non-weapon classes but it only serves as a glue for pirate-weapon synergy.
Why do you think Melting Golem is too strong? I made that card with arena in mind and I think it's completely unplayable in constructed. I had this conversation before in the weekly competition. That minion has no immediate impact on the game. A 9 mana 8/8 needs to have a battlecry with immediate impact to justify its cost (Alexstrasza, Onyxia, Nefarian, North Sea Kraken). Ragnaros, Lightlord has the same cost and stats AND immediate impact. Its just a sticky minion that's suppose to be annoying to remove but even then, its easier to remove him than many deathrattle minions like Cairne Bloodhoof who only sees play in deathrattle decks these days anyway. Cairne can be removed with a single spell only if it steals him (Entomb, Mind Control) or transforms him (Hex, Polymorph). Melting golem can, additional to that, be removed by anything from Assassinate, Shadow Word: Death, Flame Lance, Big Game Hunter etc. If both Cairne and Melting Golem get hit by a Fireball they become minions of similar size and we compare a 6-drop with an 8-drop here. If you remove one of the 9 mana 8/8 dragons you still retain value from the battlecry.
As for Ghost Ship I was actually thinking to make it summon 4 pirates instead of 3. Most pirates are small minions so you would have to build your deck completely around this card to get reasonable value and use pirates that otherwise never see play. For 2 more mana Anyfin Can Happen summons 4 more murlocs and murlocs have stronger synergy with each other than pirates which makes murloc paladin practically an OTK deck. Also, Ship's Cannon is no longer in the standard format, Blizzard doesn't care much about balancing wild, so I think we shouldn't either but I think empowering not played cards is good.
As for Navigation, the mulligan for player 2 already includes 4 cards and there is plenty of room for one more.
A review of your cards (my suggestions are just from the top of my head, nothing well thought through):
Dragonmaw Wyrmcaller - I think this is fine. It doesn't actually need to survive a single turn. You can play a 0 mana Faerie Dragon or a 2 mana Hungry Dragon or a 4 mana Drakonid Crusher the same turn. The wording is a bit clunky, the word "all" is unnecessarily. In fact, I would probably just say "Your Dragons cost (2) less. Other cards cost (2) more." since there isn't much difference in these 2 effects. This is in line with existing cards like Aviana, Sorcerer's Apprentice, Naga Sea Witch. Making this effect a battlecry is a) too similar to Dragon Consort and b) too detrimental since the +2 cost on all other cards is huge if permanent.
Dragonmaw Slaver - This seems too weak compared to Dark Iron Dwarf. Both give +2 stats, yes it could be used to remove enemy dragons, but the fact that it's just for dragons and it has 2 less health makes it look silly next to dwarf.
Wild Huntsman - I think it should be "you control" instead of "to control". Otherwise the effect is fine. Nice with Unleash the Hounds.
Rejuvenation - This costs way too much mana. Stoneskin Gargoyle has the same effect with a body attached for the same mana and he is unplayable. Yes, this could be used on a high health minion, but many times it won't even survive your opponents turn and it becomes a 3 mana "give a minion soft taunt". Compare it to Ancestral Spirit where you get the minion again after death almost certainly. Healing for more than 2 times the health is a dream scenario where your opponent goes to the toilet for 2 turns. I would make it "At the end of your turn..." and leave it at 3 mana.
Arcane Armor - Totemic Might. How about "Give minions with spell damage another spell damage +1." (I would call that Arcane Amplification) or something like that.
Dragonmaw Ascendant is fine. Good stats for arena. Obvious synergy.
Dragonmaw Skybreaker - Aldor Peacekeeper does the same for 1 less mana to every minion (yeah its a very good paladin card but still). Maybe a combination of stat buff and "change attack to 2" maybe?
Unchained Drake - Could maybe have +1 stat. A 7 mana 7/8 is vanilla stats, War Golem misses a stat. It does not offer the early tempo of Silithid Swarmer. Also I think you forgot the "Dragon" tag.
Nekros Skullcrusher - Not sure how to really evaluate this. It basically summons a copy with -4 health so it can summon a 4/8 Ysera but not useful on most dragons. Also most dragons that can take this much damage cant be played on the same turn so they have to survive. Clunky.
Dragonmaw Stalker - A key word seems superfluous if it can be replaced by the, already used in game, shorter word "swap". Otherwise its fine.
Alexstrasza's Gift - Looks fine. It's like 2 times the battlecry from Antique Healbot without the body for the same mana.
Is it just me or is the submission topic not up? Looked for it but just can't see it.
I know it's still running for another week, so it's likely no biggie, just curious because the time plan is different.
Now for some card reviews:
@Sneaky_Raptor:
Shoal Lurker: Giving weapons to non-weapon classes can be a bit iffy, but as you stated it's been done before. This card is the kind of card that's pretty busted in arena. In constructed it's balanced enough, a 2/2 weapon will hardly break the game.
Druid of the fin: I like the card! Yeah, it doesn't specifically fit WoW lore as Nightelfs turning into Murlocs are unheard of and turning into a pirate is basically joining a crew - but frankly Hearthstone is about the fun and if that particular Druid floats this way, I wouldn't care about the lore aspect. I like the card!
The Boomstick: I'd go with version 1. It has pirate synergy, which seems better then the other version. This is a neutral weapon, then, as you said it pushes synergy for all classes? Unlike the Shoal Lurker I would rather stay clear of this as the weapon isn't generated through an effect. ESPECIALLY version 2 shouldn't be in the game just like this, because it's too good for some classes to have.
-
Salvage Squad: Seems fine to me.
Melting Golem: I like it, really fun aspect to it!
Ghost Ship: I remember the card from back in the day. Really fun! Won't break the game and has some late game punch for pirates.
Hammerhead Loot Sorter: The effect seems fine. Rather unique, but that's more good then bad. ;)
Captain's Cutlass: Seems like a fine warrior card. Could really push pirate Warrior.
Navigation: Yeah, I'm not a fan of "sort" cards. Yes, you'd pay 0 mana for it, but this is outside of Hearthstone's usual "comfort zone".
Spike: I would actually change this to give all friendly pirates stealth instead of adjacent minions, because the abuse factor for this is too high else, as it's a neutral legendary. You can pretty easily set up a two turn lethal for a lot of classes. Yeah, it's a bit diminished by the fact that it costs 6 mana, but still seems like an effect that can be abused. If you don't want to change the effect I would remove stealth from itself at least.
Thanks for the review. I'm glad you like the druid card, but I think I will have to change it. I'm not a WOW player, but I don't wanna do anything too lore breaking.
The Boomstick is not a neutral weapon, its a hunter weapon. I forgot to mention, but it has the green framework.
Navigation - We already have controlled draws with plenty of cards that draw specific subsets of cards and cards that change the state of your and even your opponents deck. This card doesn't seem like something unusual for hearthstone.
Spike - Do you have any particular example where this could be abused? shaveyou mentioned Savage Roar and Bloodlust but even that is an order of magnitude weaker than the pre-nerfed Force of Nature + Savage Roar combo. It's clunky compared to Conceal. I don't think setting a two turn lethal with a chance for your opponent to clear the board is worrisome in a game where we have 1 turn lethals from an empty board. What two turn lethal do you have in mind?
Hierophant Liandra: I would still rather have this card make your beasts immune on your turn then on the opponent's. This can be abused a lot with high cost beasts in druid and hunter by creating a lethal situation your opponent can't fix. This is a card I'd really like to playtest.
I think you're thinking about this backwards. If the Beasts were Immune on your own turn, it would create a situation your opponent can't come back from. Every turn, you could use the Beasts to clear the enemy board without taking any damage. Your opponent would never be able to come back from this without direct removal because they wouldn't be able to keep anything on the board. If it's only on your opponent's turn, your opponent doesn't get free board clear, so you can use minions to remove Liandra.
What you and nurgling said about the druid card is exactly what I wanted to know since I'm not a WOW player myself. Thanks again.
I agree that Shoal Lurker would see no play in non-weapon classes but it only serves as a glue for pirate-weapon synergy.
Why do you think Melting Golem is too strong? I made that card with arena in mind and I think it's completely unplayable in constructed. I had this conversation before in the weekly competition. That minion has no immediate impact on the game. A 9 mana 8/8 needs to have a battlecry with immediate impact to justify its cost (Alexstrasza, Onyxia, Nefarian, North Sea Kraken). Ragnaros, Lightlord has the same cost and stats AND immediate impact. Its just a sticky minion that's suppose to be annoying to remove but even then, its easier to remove him than many deathrattle minions like Cairne Bloodhoof who only sees play in deathrattle decks these days anyway. Cairne can be removed with a single spell only if it steals him (Entomb, Mind Control) or transforms him (Hex, Polymorph). Melting golem can, additional to that, be removed by anything from Assassinate, Shadow Word: Death, Flame Lance, Big Game Hunter etc. If both Cairne and Melting Golem get hit by a Fireball they become minions of similar size and we compare a 6-drop with an 8-drop here. If you remove one of the 9 mana 8/8 dragons you still retain value from the battlecry.
As for Ghost Ship I was actually thinking to make it summon 4 pirates instead of 3. Most pirates are small minions so you would have to build your deck completely around this card to get reasonable value and use pirates that otherwise never see play. For 2 more mana Anyfin Can Happen summons 4 more murlocs and murlocs have stronger synergy with each other than pirates which makes murloc paladin practically an OTK deck. Also, Ship's Cannon is no longer in the standard format, Blizzard doesn't care much about balancing wild, so I think we shouldn't either but I think empowering not played cards is good.
As for Navigation, the mulligan for player 2 already includes 4 cards and there is plenty of room for one more.
A review of your cards (my suggestions are just from the top of my head, nothing well thought through):
Dragonmaw Wyrmcaller - I think this is fine. It doesn't actually need to survive a single turn. You can play a 0 mana Faerie Dragon or a 2 mana Hungry Dragon or a 4 mana Drakonid Crusher the same turn. The wording is a bit clunky, the word "all" is unnecessarily. In fact, I would probably just say "Your Dragons cost (2) less. Other cards cost (2) more." since there isn't much difference in these 2 effects. This is in line with existing cards like Aviana, Sorcerer's Apprentice, Naga Sea Witch. Making this effect a battlecry is a) too similar to Dragon Consort and b) too detrimental since the +2 cost on all other cards is huge if permanent.
Dragonmaw Slaver - This seems too weak compared to Dark Iron Dwarf. Both give +2 stats, yes it could be used to remove enemy dragons, but the fact that it's just for dragons and it has 2 less health makes it look silly next to dwarf.
Wild Huntsman - I think it should be "you control" instead of "to control". Otherwise the effect is fine. Nice with Unleash the Hounds.
Rejuvenation - This costs way too much mana. Stoneskin Gargoyle has the same effect with a body attached for the same mana and he is unplayable. Yes, this could be used on a high health minion, but many times it won't even survive your opponents turn and it becomes a 3 mana "give a minion soft taunt". Compare it to Ancestral Spirit where you get the minion again after death almost certainly. Healing for more than 2 times the health is a dream scenario where your opponent goes to the toilet for 2 turns. I would make it "At the end of your turn..." and leave it at 3 mana.
Arcane Armor - Totemic Might. How about "Give minions with spell damage another spell damage +1." (I would call that Arcane Amplification) or something like that.
Dragonmaw Ascendant is fine. Good stats for arena. Obvious synergy.
Dragonmaw Skybreaker - Aldor Peacekeeper does the same for 1 less mana to every minion (yeah its a very good paladin card but still). Maybe a combination of stat buff and "change attack to 2" maybe?
Unchained Drake - Could maybe have +1 stat. A 7 mana 7/8 is vanilla stats, War Golem misses a stat. It does not offer the early tempo of Silithid Swarmer. Also I think you forgot the "Dragon" tag.
Nekros Skullcrusher - Not sure how to really evaluate this. It basically summons a copy with -4 health so it can summon a 4/8 Ysera but not useful on most dragons. Also most dragons that can take this much damage cant be played on the same turn so they have to survive. Clunky.
Dragonmaw Stalker - A key word seems superfluous if it can be replaced by the, already used in game, shorter word "swap". Otherwise its fine.
Alexstrasza's Gift - Looks fine. It's like 2 times the battlecry from Antique Healbot without the body for the same mana.
Thanks for the feedback. I'll address the questions about your cards then cover your responses to mine.
With Melting Golem, I worry about it demanding spell removal, or trading a big minion. However, looking at it again, since it is a mage card, it's a bit more tolerable, as mage has very few big minions, so it's a bit more balanced. Still hard counters Zoo, but hard countering one particular deck isn't exactly broken.
With Ghost Ship, adding an extra pirate in my mind is getting close to a Miracle Pirate Rogue. Nothing wrong with that, and as I said, I think it's reasonable. Absolute dream play would be getting Shadowcaster hits on Skycap'n Kragg(I completely forgot about this card), and managing to summon 4 Skycap'n Kraggs for 24 damage, but pulling this off consistently is laughable.
With Spike, think Giants. play 2 giants for 2 or less (easily done with Arcane Giant, can also be done with Frost Giant in a slower deck. 2 x Giants, then stealthed is 21 damage the following turn, and there not a lot that can be done about it, excepting Twisting Nether, Doom! and weirdly enough, Protect the King, as a stall. I'm not saying it's broken, just that, used correctly, could become a bit troublesome. Admittedly, it would require a much slower meta to be that effective though.
As for mine:
Dragonmaw Slaver: Still thinking this through, but it was one of my 3 originals, so I don't want to change it too much.
Rejuvenation: Admittedly, this card will probably shine in Arena a lot more than Constructed, as Arena has a lot less removal. Getting this on a big minion, Ancient of War springs to mind, when your opponent is lacking hard removal, is pretty much game over.
Wild Huntsman: Tired induced typo. Oops.
Arcane Armor: Will consider this suggestion, I like the idea, but I may go with a temporary effect. It might just make a otk deck work too well though.
Unchained Drake: Completely uploaded the wrong card. Oops. Correct one is:
Nekros Skullcrusher: I think you may have read Dragon rather than minion. This can target anything. The main synergy I was thinking of was with Giants in Warrior, where you can reduce an Arcane Giant or Frost Giant to 0 cost, drop 1, turn an 8/8 to 2 8/4's with this, and then Blood Warriors 2 more into your hand (which could then be played immediately. There are other uses as well, Malygos + Conceal, followed by this and burn in miracle Rogue for example.
Dragonmaw Stalker: I'm trying to work more Reverse synergy after lumbering myself with the keyword, so I'll leave the wording in. I get your point though.
Is it just me or is the submission topic not up? Looked for it but just can't see it.
I know it's still running for another week, so it's likely no biggie, just curious because the time plan is different.
This is my fault. My semester at grad school just started back up, and my schedule management has been suffering a bit while I still try to adjust to it. I just hit my lunch break at work, so let's see if I can get this up within the next half hour. =)
What you and nurgling said about the druid card is exactly what I wanted to know since I'm not a WOW player myself. Thanks again.
I agree that Shoal Lurker would see no play in non-weapon classes but it only serves as a glue for pirate-weapon synergy.
Why do you think Melting Golem is too strong? I made that card with arena in mind and I think it's completely unplayable in constructed. I had this conversation before in the weekly competition. That minion has no immediate impact on the game. A 9 mana 8/8 needs to have a battlecry with immediate impact to justify its cost (Alexstrasza, Onyxia, Nefarian, North Sea Kraken). Ragnaros, Lightlord has the same cost and stats AND immediate impact. Its just a sticky minion that's suppose to be annoying to remove but even then, its easier to remove him than many deathrattle minions like Cairne Bloodhoof who only sees play in deathrattle decks these days anyway. Cairne can be removed with a single spell only if it steals him (Entomb, Mind Control) or transforms him (Hex, Polymorph). Melting golem can, additional to that, be removed by anything from Assassinate, Shadow Word: Death, Flame Lance, Big Game Hunter etc. If both Cairne and Melting Golem get hit by a Fireball they become minions of similar size and we compare a 6-drop with an 8-drop here. If you remove one of the 9 mana 8/8 dragons you still retain value from the battlecry.
As for Ghost Ship I was actually thinking to make it summon 4 pirates instead of 3. Most pirates are small minions so you would have to build your deck completely around this card to get reasonable value and use pirates that otherwise never see play. For 2 more mana Anyfin Can Happen summons 4 more murlocs and murlocs have stronger synergy with each other than pirates which makes murloc paladin practically an OTK deck. Also, Ship's Cannon is no longer in the standard format, Blizzard doesn't care much about balancing wild, so I think we shouldn't either but I think empowering not played cards is good.
As for Navigation, the mulligan for player 2 already includes 4 cards and there is plenty of room for one more.
A review of your cards (my suggestions are just from the top of my head, nothing well thought through):
Dragonmaw Wyrmcaller - I think this is fine. It doesn't actually need to survive a single turn. You can play a 0 mana Faerie Dragon or a 2 mana Hungry Dragon or a 4 mana Drakonid Crusher the same turn. The wording is a bit clunky, the word "all" is unnecessarily. In fact, I would probably just say "Your Dragons cost (2) less. Other cards cost (2) more." since there isn't much difference in these 2 effects. This is in line with existing cards like Aviana, Sorcerer's Apprentice, Naga Sea Witch. Making this effect a battlecry is a) too similar to Dragon Consort and b) too detrimental since the +2 cost on all other cards is huge if permanent.
Dragonmaw Slaver - This seems too weak compared to Dark Iron Dwarf. Both give +2 stats, yes it could be used to remove enemy dragons, but the fact that it's just for dragons and it has 2 less health makes it look silly next to dwarf.
Wild Huntsman - I think it should be "you control" instead of "to control". Otherwise the effect is fine. Nice with Unleash the Hounds.
Rejuvenation - This costs way too much mana. Stoneskin Gargoyle has the same effect with a body attached for the same mana and he is unplayable. Yes, this could be used on a high health minion, but many times it won't even survive your opponents turn and it becomes a 3 mana "give a minion soft taunt". Compare it to Ancestral Spirit where you get the minion again after death almost certainly. Healing for more than 2 times the health is a dream scenario where your opponent goes to the toilet for 2 turns. I would make it "At the end of your turn..." and leave it at 3 mana.
Arcane Armor - Totemic Might. How about "Give minions with spell damage another spell damage +1." (I would call that Arcane Amplification) or something like that.
Dragonmaw Ascendant is fine. Good stats for arena. Obvious synergy.
Dragonmaw Skybreaker - Aldor Peacekeeper does the same for 1 less mana to every minion (yeah its a very good paladin card but still). Maybe a combination of stat buff and "change attack to 2" maybe?
Unchained Drake - Could maybe have +1 stat. A 7 mana 7/8 is vanilla stats, War Golem misses a stat. It does not offer the early tempo of Silithid Swarmer. Also I think you forgot the "Dragon" tag.
Nekros Skullcrusher - Not sure how to really evaluate this. It basically summons a copy with -4 health so it can summon a 4/8 Ysera but not useful on most dragons. Also most dragons that can take this much damage cant be played on the same turn so they have to survive. Clunky.
Dragonmaw Stalker - A key word seems superfluous if it can be replaced by the, already used in game, shorter word "swap". Otherwise its fine.
Alexstrasza's Gift - Looks fine. It's like 2 times the battlecry from Antique Healbot without the body for the same mana.
Thanks for the feedback. I'll address the questions about your cards then cover your responses to mine.
With Melting Golem, I worry about it demanding spell removal, or trading a big minion. However, looking at it again, since it is a mage card, it's a bit more tolerable, as mage has very few big minions, so it's a bit more balanced. Still hard counters Zoo, but hard countering one particular deck isn't exactly broken.
With Ghost Ship, adding an extra pirate in my mind is getting close to a Miracle Pirate Rogue. Nothing wrong with that, and as I said, I think it's reasonable. Absolute dream play would be getting Shadowcaster hits on Skycap'n Kragg(I completely forgot about this card), and managing to summon 4 Skycap'n Kraggs for 24 damage, but pulling this off consistently is laughable.
With Spike, think Giants. play 2 giants for 2 or less (easily done with Arcane Giant, can also be done with Frost Giant in a slower deck. 2 x Giants, then stealthed is 21 damage the following turn, and there not a lot that can be done about it, excepting Twisting Nether, Doom! and weirdly enough, Protect the King, as a stall. I'm not saying it's broken, just that, used correctly, could become a bit troublesome. Admittedly, it would require a much slower meta to be that effective though.
As for mine:
Dragonmaw Slaver: Still thinking this through, but it was one of my 3 originals, so I don't want to change it too much.
Rejuvenation: Admittedly, this card will probably shine in Arena a lot more than Constructed, as Arena has a lot less removal. Getting this on a big minion, Ancient of War springs to mind, when your opponent is lacking hard removal, is pretty much game over.
Wild Huntsman: Tired induced typo. Oops.
Arcane Armor: Will consider this suggestion, I like the idea, but I may go with a temporary effect. It might just make a otk deck work too well though.
Unchained Drake: Completely uploaded the wrong card. Oops. Correct one is:
Nekros Skullcrusher: I think you may have read Dragon rather than minion. This can target anything. The main synergy I was thinking of was with Giants in Warrior, where you can reduce an Arcane Giant or Frost Giant to 0 cost, drop 1, turn an 8/8 to 2 8/4's with this, and then Blood Warriors 2 more into your hand (which could then be played immediately. There are other uses as well, Malygos + Conceal, followed by this and burn in miracle Rogue for example.
Dragonmaw Stalker: I'm trying to work more Reverse synergy after lumbering myself with the keyword, so I'll leave the wording in. I get your point though.
Whops, yeah, I completely misread Nekros Skullcrusher, sorry, all the dragon synergy got me confused. Yeah its actually not that bad. It can get huge value, but as it reacquires specific slow board setup its fine probably.
I don't think that stealthing 2 giants will brake the game. Conceal can do it better and cheaper already and we don't see giant rogues dominating the meta. There is also Master of Disguise.
edit: I also introduced an anti stealth tech card in wing 2:
I've got first drafts done of all of my bosses now. Remember that my adventure is Nesingwary's Expedition, where you journey with Hemet Nesingwary around the globe hunting dangerous Beasts, and getting into other adventures. In Wing 3, you have journeyed to Sholazar Basin in Northrend.
Fight 1 - Wolvar vs. Gorlocs
As you enter Sholazar Basin, you witness a scene of chaos: the jungle is an all-out battlefield. Wolvar are fighting Gorlocs everywhere you look. You won’t be able to get any hunting done like this! As you soon learn, Sholazar has been thrown out of balance with the destruction of one of the pillars that provides life in this unlikely jungle. You must gather three life crystals and rally one of the competing factions here to bring peace back to the basin. But do you choose to side with the bloodthirsty Wolvar, who seek to use the crystals power to eradicate their enemies, or with the nature-attuned Gorlocs, who will use the crystals to restore the natural balance? Either way will probably have lasting consequences…
When the battle starts, you are given a choice: side with the Gorlocs or the Wolvar? Whichever one you choose, you gain that chieftain on your side of the board. The other chieftain spawns on the opponent’s side. At the start of every turn, two faction minions spawn for that side. These will be Wolvar Warriors or Gorloc Warriors. Every other turn, one of these will instead be a Wolvar Shaman or Gorloc Mistweaver. You will not be able to control any of these faction minions. The AI attacks with them at the end of your turn, and they have simple rules for attacking. The faction minions always attack other faction minions, unless there is a Taunt minion in the way, which they’ll attack instead. Chieftains always attack each other. The Warriors will attack other Warriors first before attacking the Chieftain. If there is a Wolvar Shaman or Gorloc Mistweaver out, they will attack those first. Here are all of the faction minions:
To win this fight, you need to accumulate 2 Sholazar Crystals and gain 100 reputation. The main way to do this is through Quests. Each turn, a Quest card is added to your hand. Each has a task you need to complete, as well as a bad effect that is in play until you finish the quest. Completing a quest gives you 5 Reputation. The Quests are uncastable spells that only go away once you complete the quest objective, so they will fill up your hand if you don’t do them. The Quests you can get differ by faction:
Wolvar Quests:
Rogue/Druid Only:
Gorloc Quests:
Priest Only:
In addition, when you get to 50 and 75 reputation, you receive a special quest that gives you a crystal when completed, as well as 10 reputation:
Wolvar Crystal Quest:
When you get this quest, the Hydra spawns for your opponent.
Gorloc Crystal Quest:
When you get this quest, the Proto-Drake spawns for your opponent, and the Chieftain's Son spawns for you. When this quest is complete, the Proto-Drake and the Chieftain’s Son instantly disappear.
The crystals also take up space in your hand.
Another way to get reputation is killing faction minions. Killing the Chieftain gives you 10 reputation. When any chieftain dies or is transformed or otherwise ceases to be on the board, it immediately respawns (the power of the crystals!), so you can keep doing this. Killing another faction minion gives you 2 reputation.
You can also lose reputation. When your faction minions die, you lose that much reputation. If you discard a Quest card, whether from an effect like Succubusor because your hand is full, you lose 5 reputation.
Once you reach 100 reputation, you win the game if you have 2 Sholazar Crystals in your hand. Otherwise, you are stuck at 99 reputation until you get both crystals.
Fight 2 - Bushwacker
Now that you’ve calmed the jungle valley, you can go about hunting! Your first target is Bushwhacker, a giant Crocolisk who likes to hide below the waters before ambushing his prey. Whichever faction you helped last battle, Wolvar or Gorlocs, will assist you in this hunt. However, D.E.H.T.A., the radically Beast-friendly Druid organization, has caught wing of Nesingwary’s activities and has arrived in Northrend to stop you at all costs! Even vicious crocodiles deserve to be protected, and they are happy to fight by Bushwhacker’s side. But D.E.H.T.A. soon finds out that crocolisks thinks they are quite tasty...
This fight centers around Bushwhacker’s two Hero Powers. He starts the fight out of Stealth, normally, out of Stealth, and with Lurk as his Hero Power. He uses his hero power whenever he can, so on Turn 2, he gain’s Stealth, and puts a random Trap (a Trap is any Hunter Secret except for Misdirection or Snipe) and a D.E.H.T.A Agent (See below) onto the battlefield. His Hero Power then switches to Ambush. On the next turn, he uses Ambush. This allows him to destroy a minion and gain 3 Health. The thing is, he always targets a D.E.H.T.A. Agent if he can. If there isn’t one, he goes for your minions. Using Ambush takes him out of Stealth, so this is when you can attack his Hero, until he goes back in Stealth next turn. This cycle continues, switch back and forth. Here are all the D.E.H.T.A. Agents:
D.E.H.T.A. Agents:
These minions have effects that synergize with Bushwhacker’s Beast minions. You’ll want to remove the D.E.H.T.A. Agent to get rid of the effect, except that doing so means Ambush will kill one of your minions on the next turn.
Every fourth turn, the Wolvar or Gorlocs (depending on which one you helped the last time you beat the first boss battle) help you out by adding a minion to your hand. The Wolvar minion lets you get rid of the Traps that Bushwhacker places. The Gorloc minion let’s you bypass Bushwhacker’s Stealth and attack him directly any time you want. So, what you chose on the previous fight affects how you can go about this one.
On Heroic, you won’t have access to these cards. In that case, the first time you get one, Bushwhacker immediately eats in out of your hand and the Wolvar/Gorloc run away scared.
Bushwhacker’s deck features 14 total Crocolisks, for obvious reasons. He has a card, Feeding Frenzy, that deals a powerful AOE modulated by how many Crocolisks he has in play, so you’ll have to watch out for that. He also like to Bite, and take advantage of his reptilian Cold Blood. Here is the full deck:
With the meddling of D.E.H.T.A., your hunt can’t go on until you deal with them. Nesingwary decides to bring the fight to their leader, who you soon find out is Hierophant Liandra. As it turns out, this militant Beast-lover is an old flame of Hemet’s, back before his hunting days. Now you’ll have to choose whether to side with Nesingwary and continue his slaughter of completely innocent Beasts that keep trying to eat you, or with Liandra and live in harmony with the likes of Gutripper. The second option involves just stopping playing the adventure, though, so that would be a pretty dumb choice.
At the start of the game, Liandra replaces all minions in your deck with random Beasts. She doesn’t just choose any Beasts, though. She chooses only neutral ones, and she doesn’t pick Legendaries.
In addition, her deck is just overflowing with Beasts. Her Hero Power synergizes with this setup, since any minion of yours that kills a Beasts takes an additional 2 damage (4 on Heroic). You’ll have to overcome cards that fill the board with low cost Beasts that will be tricky to deal with, especially because you don’t get to choose which minions you bring.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Here are the cards I plan on submitting with this wing:
I was thinking of showcasing D.E.H.T.A. Enforcer and Protector of the Wilds. Not sure what else, though.
Here are what I'm thinking about individual cards:
Bloodthirsty Wolvar - It's kind of like a Boogeymonster that's not totally overpriced. It's supposed to be below mana curve initially, but good value if you can keep it alive and killing minions. Like with a Blessing of Kings. I'm thinking it might need to be a 3/3, though.
Coldarra Owl - This synergizes with the many ways Mages can ping minions to get you a minion with good Spell Power. I think it needs to be capped at two procs per turn, or you could get too much value (e.g., with Arcane Missiles). I worry it's too complex, though.
D.E.H.T.A. Enforcer - This is one of the Beast synergy cards. I'm releasing them with this wing because of the D.E.H.T.A tie-in in Northrend (D.E.H.T.A. is the WoW parody of PETA). This combos really well with low-cost Beasts, such as with Unleash the Hounds, allowing you to trade up a lot better. It will trigger on your turn if one of your minions dies in combat.
Crocolisk Ambusher - This is a powerful minion for it's cost, but it quickly nerfs itself if you attack minions it can't kill in one shot (because Crocodiles don't have good stamina and tire our quickly because of their cold blood). So, it's bad if you need to attack a high-heath Taunt minion, for example.
Gorloc Mistcaller - I wanted to create an alternate Miracle card. I already created one new card that gives you Coins (and I originally designed another, but I changed it) and I wanted some more synergy. Is it too weak compared to Gadgetzan Auctioneer?
Protector of the Wilds - I wanted to create a Beast druid synergy card with the set, and this is it. I featured this in the Phase I post and people seemed to like it. The idea here is that either option helps Beast druid. One of the problems with Beast druid is that it's hard to summon enough Beasts or have them out to trigger their other Beast druid cards. That's the idea with the first option, where you summon two weak Beasts. That helps out pretty much every other Beast druid card. This is probably the card I'm most satisfied with in the set, but let me know if there are balance issues.
Hierophant Liandra - This is a D.E.H.T.A. druid who is the boss of the wing. This is a Beast synergy card, obviously. I thought it would be too strong if your Beasts were Immune on your turn (free board clears would be bad design), but on just your opponent's turn means they have to proactively remove Liandra before your Beast minions. Is it too weak? I mean, your opponent can just ignore your Beasts and kill this one. I guess it does act as a soft Taunt.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Coldarra Owl: I like this one as well but I'd limit the effect to only the first time an enemy minion survives damage to prevent really deadly, potentially overpowered combos in the early game. This one is a little inconsistent as it says
D. E. H. T. A. Enforcer: Not bad. Very niche but good. I think it's balanced.
Crocolisk Ambusher: Just another nitpick here, "survives damage" > "survives combat". Unless that's intentional to prevent all sources of damage from counting towards the effect.
Gorloc Mistcaller: I think it should be "cast" a spell, not "play" a spell. Minor nitpick.
Hierophant Liandra: Just needs a typo fixed "You" > "Your." I think it looks ok though. Maybe make it a 5/5 so it's not too powerful but it only affects Beasts so I think 5/6 is fine too.
Just a quick little review I did while I had some free time. Hope some of it helps, like what you have so far, didn't have too many negative comments. I think my favorite one is Bloodthirsty Wolvar so far. Really like that one.
I want to ask for feedback. I can give feedback in return, maybe tomorrow since it is late here already. I finished more or less the reward cards, but I also have a few specific dilemmas where I could use some help.
Dilemma 1: Since I want to add pirate synergy to every class, I want to create a neutral minion that gives a weapon for the specific reason to make pirate weapon synergy available for every class (Bloodsail Raider, Dread Corsair, Southsea Deckhand, Captain Greenskin, Blackwater Pirate). I'm not going to give any other weapon to non-weapon classes. It might not be viable in non-weapon classes anyway, but I want it to be an option. How controversial would that be considering we have Medivh, the Guardian and Blingtron 3000?
Paladin has hammers, warrior axes, rogue knifes, hunter bows and shaman mostly hammers but no one uses spears so here we are. This card is comparable to Loot Hoarder, he has one more health but the card you get is slightly worse compared to an actual card (strictly worse than Fiery War Axe and Glaivezooka for example). Also comparable to Undercity Huckster.
Dilemma 2: I'm not too familiar with druid lore so how controversial is this card? I'm guessing it does not exist in WOW but how believable it is on it's own?:
Tokens:
The last one is from the combination with Fandral Staghelm, I tried to write "Murloc/Pirate" but it was too wide so I used abbreviations (does that look OK?).
Dilemma 3: Which one of these versions is better, more intuitive or more flavorful?:
So the first one pushes the mentioned pirate synergy for every class. If you don't have a Pirate this is a worse Claw, if you do have a Pirate he can help you load the rifle one more time.
In the second one, the idea is that you first fire the rifle (2 attack) and then use the bayonet (1 attack). Which is more flavorful/intuitive?
edit: Would the 2nd version look better as a 0/2 similar to Lightspawn?
Some cards from my weekly design entries (I already got feedback for these back in the day, but if you want you can review them too):
Salvage squad was changed to common, Melting Golem was changed to mage common (instead of neutral epic) and Ghost Ship got wording adjustments (it summons Ship's Cannon).
The rest:
And my legendary of wing 3, Vault Keeper Spike:
Hammerhead Loot Sorter - Has synergy with everything that's less than a card (spare parts, tokens, The Coin, toxins), otherwise could be used if you have a bad hand at the moment.
Captain's Cutlass - A combination of Rallying Blade and Southsea Captain for warriors.
Navigation - Spend a card to better navigate through your deck and get information about your next 5 draws. The interface should look like a mulligan but with numbers instead of big red Xs. Since priest is a reactive class, he is very draw dependent so this could be somewhat useful for priest.
Spike - His Stealth is permanent and up to 2 minions get a temporary stealth. I submitted this in phase 1 as part of introduction to this adventure. Closest probably to Stranglethorn Tiger.
Edit: Melting Golem probably needs wording changes ("his" into "its") to be more in line with Lightspawn.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Okay, I've completed the first boss in my wing, which is also the one I want to showcase. Remember that my adventure is Nesingwary's Expedition, where you journey with Hemet Nesingwary around the globe hunting dangerous Beasts, and getting into other adventures. In Wing 3, you have journeyed to Sholazar Basin in Northrend.
Fight 1 - Wolvar vs. Gorlocs
As you enter Sholazar Basin, you witness a scene of chaos: the jungle is an all-out battlefield. Wolvar are fighting Gorlocs everywhere you look. You won’t be able to get any hunting done like this! As you soon learn, Sholazar has been thrown out of balance with the destruction of one of the pillars that provides life in this unlikely jungle. You must gather three life crystals and rally one of the competing factions here to bring peace back to the basin. But do you choose to side with the bloodthirsty Wolvar, who seek to use the crystals power to eradicate their enemies, or with the nature-attuned Gorlocs, who will use the crystals to restore the natural balance? Either way will probably have lasting consequences…
When the battle starts, you are given a choice: side with the Gorlocs or the Wolvar? Whichever one you choose, you gain that chieftain on your side of the board. The other chieftain spawns on the opponent’s side. At the start of every turn, two faction minions spawn for that side. These will be Wolvar Warriors or Gorloc Warriors. Every other turn, one of these will instead be a Wolvar Shaman or Gorloc Mistweaver. You will not be able to control any of these faction minions. The AI attacks with them at the end of your turn, and they have simple rules for attacking. The faction minions always attack other faction minions, unless there is a Taunt minion in the way, which they’ll attack instead. Chieftains always attack each other. The Warriors will attack other Warriors first before attacking the Chieftain. If there is a Wolvar Shaman or Gorloc Mistweaver out, they will attack those first. Here are all of the faction minions:
To win this fight, you need to accumulate 2 Sholazar Crystals and gain 100 reputation. The main way to do this is through Quests. Each turn, a Quest card is added to your hand. Each has a task you need to complete, as well as a bad effect that is in play until you finish the quest. Completing a quest gives you 5 Reputation. The Quests are uncastable spells that only go away once you complete the quest objective, so they will fill up your hand if you don’t do them. The Quests you can get differ by faction:
Wolvar Quests:
Rogue/Druid Only:
Gorloc Quests:
Priest Only:
In addition, when you get to 50 and 75 reputation, you receive a special quest that gives you a crystal when completed, as well as 10 reputation:
Wolvar Crystal Quest:
When you get this quest, the Hydra spawns for your opponent.
Gorloc Crystal Quest:
When you get this quest, the Proto-Drake spawns for your opponent, and the Chieftain's Son spawns for you. When this quest is complete, the Proto-Drake and the Chieftain’s Son instantly disappear.
The crystals also take up space in your hand.
Another way to get reputation is killing faction minions. Killing the Chieftain gives you 10 reputation. When any chieftain dies or is transformed or otherwise ceases to be on the board, it immediately respawns (the power of the crystals!), so you can keep doing this. Killing another faction minion gives you 2 reputation.
You can also lose reputation. When your faction minions die, you lose that much reputation. If you discard a Quest card, whether from an effect like Succubus or because your hand is full, you lose 5 reputation.
Once you reach 100 reputation, you win the game if you have 2 Sholazar Crystals in your hand. Otherwise, you are stuck at 99 reputation until you get both crystals.
This is pretty complicated, so let me know what you think. Also, tell me what isn't clear, since there's probably a lot.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thanks, I think I will follow all of your suggestions. My promised reviews:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Bloodthirsty Wolvar - one thing that I overlooked is that it can also trigger during your opponents turn. I don't think the self healing is that big of a deal (Cobalt Guardian kinda does it and that card is junk), it's too slow to snowball, but being immune to small minions is worth something. However, it trades evenly with most 2 drops, even a 2/3 trades 1 for 1 with it so I still think it could be a 3/3. Its just very easy to play around this card.
Crocolisk Ambusher - if that is the intended effect it's worded wrong. You should specify "minion" then because the enemy hero is also a "target" (Bane of Doom also works on heroes, but it also usually means the battle is over). Does any card even use the term "target"? Its usually character or minion. Also the card is slightly OP the way you intended it. With 5 attack you either always kill the minion or you attack something big enough that the croc dies anyway (the effect is irrelevant if croc dies). As a smaller minion, lets say a 2 mana 3/3 I would give it a pass, but I don't think it would trigger its effect many times as a 5/5, and even if he does, a 3/5 is vanilla too, trigger twice will almost never happen, croc will die before that happens.
The balance thing about your boss fight is just a side note, don't give it much weight. None of our boss battles is balanced for certain without game testing and I think we should not bother that much, I didn't.
About "Great Guardian" I didn't got the "+1 damage from all sources" because for some reason I thought it is a "one time trigger". I get it now.
As for the clogging do as you want, but if there is no limit to the number of quest the fight is very dependent on how well you start.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So.... erm... I may have got buried in work and failed to get back to this. Anyway, on with the...:
Reviews:
Shadowsofsense:
Cleanse: Seems reasonable. Could possibly do with being 1 mana, as being able to trade, heal, and still play on curve is very, very powerful. The fact that Paladin lack a lot of high HP early game makes it a bit more balanced at 0 though.
Seafood Specialist: Would see play in Anyfin, as well as Mill Rogue. Not sure about anywhere else though.
Hired Thief: Somewhere in between Stranglethorn Tiger and Jungle Panther in terms of balance. My one issue is, as with Pompous Thespian, this is a little bland as an adventure reward.
Magical Bindings: Love the effect, would prefer to see it with a bit less attack, maybe as a 3/6, but it's ok as is.
Book of the Leatherworker: Best of this set for me, and could even make Core Hound an option, seeing how powerful the 7 mana slot is. Probably better used with Stranglethorn Tiger, to get an effective trade in first, but still.
Book of the Restless: Would only fit in Mill Rogue, with maybe an option in Combo, but there are so many better draw options. Seems a bit expensive, but I assume all your books are 3 cost?
Iago, the Sneakthief: A considerably better effect than a 2 mana spell, with a 1.5 mana body attached. Could do with a cost increase in my opinion.
Undead Charbroiler: All good, love the name, maybe could be a 4/4, but it's a big maybe.
Eavesdrop: Thief Rogue is one of my favourite decks at the moment, and I would play this without question. Fits the archetype, and reduces the awful cards you can end up with playing this deck.
Mariotoast:
The Darkmoon Rabbit: I can't imagine this seeing play outside of a few fun decks, as there's very few decks that want nothing on the board on turn 6. I might put this in Druid, as innervating it out of turn 4 should clear the board and leave the bunny alive. Love the Python reference regardless.
Hunter of Gnolls: It just seems to easy to kill the 2/2 on the same turn, leaving an 8/7 4 drop. Compare this to Hungry Dragon, which is a 5/6, that summons on average 3 stats points, and possibly end up with Pit Snake. I get that this is weaker to start, and an awful play if you have nothing on the board on turn 4, but it still seems too strong. Maybe as a 4/3?
Malevolent Tree: If I get the Countdown right, this becomes a 6/8 Taunt on turn 6? 5 Health is insanely difficult to get rid of from stealth, and druid canInnervate this out of turn 2, getting a taunt that can shut down even Flamewreathed Faceless on turn 4. I'm not sure of a fix, but this is insanely OP at the moment. I do like the mad violent/malevolent play on words though.
Nurgling13:
Bloodthirsty Wolvar: I like the design, but this isn't surviving anything more than a token. Could be strong against Paladin and Shaman hero powers, but would struggle elsewhere. At least a 2/4 is needed in my opinion.
Coldarra Owl: Good synergy with mages HP, as well as Arcane Missiles, Flamewaker, and countless others. Like this one a lot.
DEHTA Enforcer: A bit strange, but would work amazingly well with Unleash the Hounds if it works in the way I think it works, essentially giving your hounds +2 attack. Maybe a bit too strong statted as a neutral though.
Crocolisk Ambusher: Interesting effect, I'm not entirely sure about the balancing, with the exception of coining this out then following up with Houndmasterwould be devastating.
Gorloc Mistcaller: I'd personally use this in Thief Rogue in conjunction with Ethereal Peddler. Would work with any deck with cheap spells/poisons/spare parts, like a less valuable Archmage Antonidas. I'd contemplate showcasing this.
Protector of the Wilds: Works with token/Savage roar, and also Beast Druid, so multi purpose. Can be absolutely disgusting with Fandral. just hitting a single beast gives value. Might be a little strong, but that's what I thought about Menagerie Warden as well, and hows Beast Druid doing in the Meta? A good showcase.
Hierophant Liandra: I could see this being used as an board clear prevention tool. Maybe slightly too strong, but does nothing to keep you alive, as immune taunts are bypassed, and could easily be misplayed into a loss. It works.
Sneaky_Raptor
Shoal Lurker: A better comparison would be Rogue's Deadly Fork, which gives an extra attack on both minion and weapon, for 1 extra mana. However, 2 attack is significantly worse than 3 attack, which is why Fiery War Axe is amazing, while Argent Lance is never played. I think it's balanced, but I can't imagine it being played, as the classes that can make the most of weapons, have weapons.
Druid of the Fin: The issue here, is that Druids turn into beasts. Murloc is a sub-humanoid race, while pirates are humanoid. If you did choose to go down the beast route (Current known aquatic druid forms are Sealion and Orca if you were interested, although you could always make your own) then I think it would balance nicely. Could even be better than Druid of the Sabre with Fandral as a 2/3 Stealth/Taunt is better than a 3/2 Stealth/Charge.
The Boomstick: I prefer the second design. 1 mana weapons are tricky, as we currently have a 1/4 Light's Justice, and the laughable Cursed Blade to balance them. A 2/2 that becomes a 1/1 still trades evenly with Tunnel Trogg and Mana Wyrm, albeit with a healthly chunk of face damage taken, so I feel it works.
Salvage Squad: Fine, nothing groundbreaking, apart from possibly in Wild with Reincarnate/Ancestral Spirit.
Melting Golem: This is strong. I mean seriously strong. I think it could be a 9 cost.
Ghost Ship: An Anyfin for Rogues, especially with the Combo. The worry here is that as Ship's Cannon is a 2 cost card, you could drop one, then this with the combo, to deal 12 damage to 6 random enemies, then potentially go face with another 6 charge damage (2 x Southsea Deckhand, 1 x Southsea Captain. Not as powerful as Anyfin, but a lot less set up as well, in a class that has always perfected combo plays.
Hammerhead Loot Sorter: Interesting effect, a sort of mid game mulligan. Not bad, but it could restrict your play if you needed the cards in your current hand, since this would become a dead card for the moment.
Captains Cutlass: Nothing to say on this really, seems fair enough.
Navigation: The UI for this would be a pain. Discover pushes it already, five cards would be painful, and then to make it easy to stack them as well, would be complicated. If you're set on the idea then you're set. I think it would be awkward.
Spike: I imagine the main use of this would be to set up for a Savage Roar/Bloodlust play? Not bad, though it needs a board for value.
I think that covers it all? Sorry if I missed anyone.
Amendments:
1st boss:
Dragonmaw Wyrmcaller: General consensus was that the drawback was too harsh. I'm still a bit concerned this card is weak compared to Dragon Consort, as it needs to survive to have value, but it could lead into a turn 7 Ysera if it survives. I'm thinking of making this a battlecry, but it could be insanely OP in certain situations.
Dragonmaw Slaver: Stats nerfed, effect remains.
2nd Boss:
Wild Huntsman: Stats nerfed.
Rejuvenation: No changes. I'm aware that concerns about a turn 10 Ancient of War + Rejuvenation play is too strong, but I don't feel it is for a 10 mana, 2 card combo. If it isn't strong for that cost, it would be ignored.
3rd boss:
Arcane Armor: No changes....yet. Still not sure, but I wanted something for a Spell Damage mage archetype.
Dragonmaw Ascendant: Sleep enduced typo fixed :)
End of Wing:
Dragonmaw Skybreaker: Stats nerfed, so it is a tech card, and not just a card to throw into any deck. Would be a good 1 of in a control heavy meta.
Unchained Drake: Complete overhaul on the previous design. I tried to balance it against Silithid Swarmer.
Nekros Skullcrusher: Another complete overhaul, I don't think I will have enough Reverse effects to make the previous one work, and this fits for the lore, and for the encounter I'm working on.
Class Challenges:
No changes, I'm pretty happy with these.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
4 health would definitely be better. Another possibility would make the original cost 1 less and increase the countdown by 1.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Nekros Skullcrusher: I think you may have read Dragon rather than minion. This can target anything. The main synergy I was thinking of was with Giants in Warrior, where you can reduce an Arcane Giant or Frost Giant to 0 cost, drop 1, turn an 8/8 to 2 8/4's with this, and then Blood Warriors 2 more into your hand (which could then be played immediately. There are other uses as well, Malygos + Conceal, followed by this and burn in miracle Rogue for example.
Dragonmaw Stalker: I'm trying to work more Reverse synergy after lumbering myself with the keyword, so I'll leave the wording in. I get your point though.Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Here we go, and the submission topic is up! =D
Nothing too fancy, it's practically identical to the previous phase.
Whops, yeah, I completely misread Nekros Skullcrusher, sorry, all the dragon synergy got me confused. Yeah its actually not that bad. It can get huge value, but as it reacquires specific slow board setup its fine probably.
I've got first drafts done of all of my bosses now. Remember that my adventure is Nesingwary's Expedition, where you journey with Hemet Nesingwary around the globe hunting dangerous Beasts, and getting into other adventures. In Wing 3, you have journeyed to Sholazar Basin in Northrend.
Fight 1 - Wolvar vs. Gorlocs
As you enter Sholazar Basin, you witness a scene of chaos: the jungle is an all-out battlefield. Wolvar are fighting Gorlocs everywhere you look. You won’t be able to get any hunting done like this! As you soon learn, Sholazar has been thrown out of balance with the destruction of one of the pillars that provides life in this unlikely jungle. You must gather three life crystals and rally one of the competing factions here to bring peace back to the basin. But do you choose to side with the bloodthirsty Wolvar, who seek to use the crystals power to eradicate their enemies, or with the nature-attuned Gorlocs, who will use the crystals to restore the natural balance? Either way will probably have lasting consequences…
When the battle starts, you are given a choice: side with the Gorlocs or the Wolvar? Whichever one you choose, you gain that chieftain on your side of the board. The other chieftain spawns on the opponent’s side. At the start of every turn, two faction minions spawn for that side. These will be Wolvar Warriors or Gorloc Warriors. Every other turn, one of these will instead be a Wolvar Shaman or Gorloc Mistweaver. You will not be able to control any of these faction minions. The AI attacks with them at the end of your turn, and they have simple rules for attacking. The faction minions always attack other faction minions, unless there is a Taunt minion in the way, which they’ll attack instead. Chieftains always attack each other. The Warriors will attack other Warriors first before attacking the Chieftain. If there is a Wolvar Shaman or Gorloc Mistweaver out, they will attack those first. Here are all of the faction minions:
To win this fight, you need to accumulate 2 Sholazar Crystals and gain 100 reputation. The main way to do this is through Quests. Each turn, a Quest card is added to your hand. Each has a task you need to complete, as well as a bad effect that is in play until you finish the quest. Completing a quest gives you 5 Reputation. The Quests are uncastable spells that only go away once you complete the quest objective, so they will fill up your hand if you don’t do them. The Quests you can get differ by faction:
Wolvar Quests:
Rogue/Druid Only:
Gorloc Quests:
Priest Only:
In addition, when you get to 50 and 75 reputation, you receive a special quest that gives you a crystal when completed, as well as 10 reputation:
Wolvar Crystal Quest:
When you get this quest, the Hydra spawns for your opponent.
Gorloc Crystal Quest:
When you get this quest, the Proto-Drake spawns for your opponent, and the Chieftain's Son spawns for you. When this quest is complete, the Proto-Drake and the Chieftain’s Son instantly disappear.
The crystals also take up space in your hand.
Another way to get reputation is killing faction minions. Killing the Chieftain gives you 10 reputation. When any chieftain dies or is transformed or otherwise ceases to be on the board, it immediately respawns (the power of the crystals!), so you can keep doing this. Killing another faction minion gives you 2 reputation.
You can also lose reputation. When your faction minions die, you lose that much reputation. If you discard a Quest card, whether from an effect like Succubusor because your hand is full, you lose 5 reputation.
Once you reach 100 reputation, you win the game if you have 2 Sholazar Crystals in your hand. Otherwise, you are stuck at 99 reputation until you get both crystals.
Fight 2 - Bushwacker
Now that you’ve calmed the jungle valley, you can go about hunting! Your first target is Bushwhacker, a giant Crocolisk who likes to hide below the waters before ambushing his prey. Whichever faction you helped last battle, Wolvar or Gorlocs, will assist you in this hunt. However, D.E.H.T.A., the radically Beast-friendly Druid organization, has caught wing of Nesingwary’s activities and has arrived in Northrend to stop you at all costs! Even vicious crocodiles deserve to be protected, and they are happy to fight by Bushwhacker’s side. But D.E.H.T.A. soon finds out that crocolisks thinks they are quite tasty...
This fight centers around Bushwhacker’s two Hero Powers. He starts the fight out of Stealth, normally, out of Stealth, and with Lurk as his Hero Power. He uses his hero power whenever he can, so on Turn 2, he gain’s Stealth, and puts a random Trap (a Trap is any Hunter Secret except for Misdirection or Snipe) and a D.E.H.T.A Agent (See below) onto the battlefield. His Hero Power then switches to Ambush. On the next turn, he uses Ambush. This allows him to destroy a minion and gain 3 Health. The thing is, he always targets a D.E.H.T.A. Agent if he can. If there isn’t one, he goes for your minions. Using Ambush takes him out of Stealth, so this is when you can attack his Hero, until he goes back in Stealth next turn. This cycle continues, switch back and forth. Here are all the D.E.H.T.A. Agents:
D.E.H.T.A. Agents:
These minions have effects that synergize with Bushwhacker’s Beast minions. You’ll want to remove the D.E.H.T.A. Agent to get rid of the effect, except that doing so means Ambush will kill one of your minions on the next turn.
Every fourth turn, the Wolvar or Gorlocs (depending on which one you helped the last time you beat the first boss battle) help you out by adding a minion to your hand. The Wolvar minion lets you get rid of the Traps that Bushwhacker places. The Gorloc minion let’s you bypass Bushwhacker’s Stealth and attack him directly any time you want. So, what you chose on the previous fight affects how you can go about this one.
On Heroic, you won’t have access to these cards. In that case, the first time you get one, Bushwhacker immediately eats in out of your hand and the Wolvar/Gorloc run away scared.
Bushwhacker’s deck features 14 total Crocolisks, for obvious reasons. He has a card, Feeding Frenzy, that deals a powerful AOE modulated by how many Crocolisks he has in play, so you’ll have to watch out for that. He also like to Bite, and take advantage of his reptilian Cold Blood. Here is the full deck:
1x Ball of Spiders
3x Bite
3x Cold Blood
6x Crocolisk Ambusher
2x Engorged Boa
2x Feeding Frenzy
2x Jungle Python
2x King of Beasts
1x Primal Savagery
6x River Crocolisk
2x Webspinner
Fight 3 - Hierophant Liandra
With the meddling of D.E.H.T.A., your hunt can’t go on until you deal with them. Nesingwary decides to bring the fight to their leader, who you soon find out is Hierophant Liandra. As it turns out, this militant Beast-lover is an old flame of Hemet’s, back before his hunting days. Now you’ll have to choose whether to side with Nesingwary and continue his slaughter of completely innocent Beasts that keep trying to eat you, or with Liandra and live in harmony with the likes of Gutripper. The second option involves just stopping playing the adventure, though, so that would be a pretty dumb choice.
At the start of the game, Liandra replaces all minions in your deck with random Beasts. She doesn’t just choose any Beasts, though. She chooses only neutral ones, and she doesn’t pick Legendaries.
In addition, her deck is just overflowing with Beasts. Her Hero Power synergizes with this setup, since any minion of yours that kills a Beasts takes an additional 2 damage (4 on Heroic). You’ll have to overcome cards that fill the board with low cost Beasts that will be tricky to deal with, especially because you don’t get to choose which minions you bring.
Here is her full deck:
2x Bullfrog
2x D.E.H.T.A. Enforcer
2x Houndmaster
2x Ironfur Grizzly
2x Kill Command
2x Oasis Snapjaw
4x Protector of the Wilds
2x Savannah Highmane
2x Scavenging Hyena
1x Starving Buzzard
2x Timber Wolf
3x Tundra Rhino
2x Unleash the Hounds
2x Woodland Critters
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition