I'll admit, balancing was extremely difficult. Would it be worth playing a Sargeras deck if the minions were under-statted, but the abilities given to Sargeras were extremely strong?
We've already seen from C'thun it's not worth playing if the ability is very strong and the minions are on curve for vanillas. And C'thun has (easy to trigger) reward cards and those are what makes C'thun warrior work, more than C'thun himself.
Note: There will be quite a bit of rebalancing for the Sargeras abilities in the near future. For now, I'll keep posting up what Zany and I have created.
Also as the devs talked about with whispers, paladins are the golden shiny boys who do not truck with your dark shit. It's out of class theme for them to have sargaras support. (There's a reason they had no corrupted cards/c'thun supported.)
It's been a while since the last time I got to comment here.
I'm not going to review the neutrals one by one, simply because there are so many of them, many of which are better reprints of existing cards. Nevertheless, I have to point out how mechanically broken the effect of Magtheridon is: Enrage effects are supposed to work like triggered auras, not one-time effects; that's why Acolyte of Pain, for example, is not an Enrage minion. That means this card's effect, if it would work exactly like it is written as of now, is non-functional.
On Sargeras: wow, this is definitely a much cooler card than C'Thun for people to build a deck around, but that, unfortunately, requires it to act somewhat as a finisher, and while it has the possibility to become a really powerful minion and have a big impact upon being played, it feels a bit slow to be played like that (just a big drop with a powerful Battlecry that demands to be removed), partly because of its high cost. Keep in mind I have no clue how it would work in-game and this analysis is just based on my first impressions; this kind of ambitious concept (which are btw the ones I most like, and because of that I have to praise you guys; your expansion is a really original collection of interesting cards) needs playtesting and a lot of balancing and tweaking for you to know whether it would be playable or not.
There are some neutral cards centering around Sargeras, and one of the will give him taunt. (The thing is, we already made all of the Sargeras cards and are slowing releasing them.) And yes, we are aware that Sargeras will be far too clunky as is, so we will be working on this.
I think following blizzs design with c'thun buffing cards in more ways than you have is a good idea. One of the more important concepts with cthun is that he works while have a relatively small amount of cards dedicated to him. If this was going to be part of an actual expansion, you'd have 1/3 of the card pool dedicated to sargeras synergy
I think you should:
- Have one discover option list for all the cards with that effect, no need to have a different one for each class. There are much better ways to achieve a solid identity for each class' synergy with sargeras
- Have only 1 card per class (maybe not even all classes). This is where you'll have to make a fairly tough decision. I like the idea for dark portal but I'd rather the hounds be reduced by the same amount as sarge (with balancing of course). Rogue's Back-Obliterate is (despite the weird name) really good too. Basically the idea is that each class plays the same deck in very different ways without over-burdening the player with too many cards that do almost the exact same, really specific thing
Note: There will be quite a bit of rebalancing for the Sargeras abilities in the near future. For now, I'll keep posting up what Zany and I have created.
Paladin
Priest
Rogue
Love the Sargeras idea, (I still ladder with C'thun Warrior sometimes), but I also think it needs a reballancing. Loving the expansion! good job
Woeden#1173 - NA
Also as the devs talked about with whispers, paladins are the golden shiny boys who do not truck with your dark shit. It's out of class theme for them to have sargaras support. (There's a reason they had no corrupted cards/c'thun supported.)
I rate the Taric on Dalaran Hunk
It's been a while since the last time I got to comment here.
I'm not going to review the neutrals one by one, simply because there are so many of them, many of which are better reprints of existing cards. Nevertheless, I have to point out how mechanically broken the effect of Magtheridon is: Enrage effects are supposed to work like triggered auras, not one-time effects; that's why Acolyte of Pain, for example, is not an Enrage minion. That means this card's effect, if it would work exactly like it is written as of now, is non-functional.
On Sargeras: wow, this is definitely a much cooler card than C'Thun for people to build a deck around, but that, unfortunately, requires it to act somewhat as a finisher, and while it has the possibility to become a really powerful minion and have a big impact upon being played, it feels a bit slow to be played like that (just a big drop with a powerful Battlecry that demands to be removed), partly because of its high cost. Keep in mind I have no clue how it would work in-game and this analysis is just based on my first impressions; this kind of ambitious concept (which are btw the ones I most like, and because of that I have to praise you guys; your expansion is a really original collection of interesting cards) needs playtesting and a lot of balancing and tweaking for you to know whether it would be playable or not.
There are some neutral cards centering around Sargeras, and one of the will give him taunt. (The thing is, we already made all of the Sargeras cards and are slowing releasing them.) And yes, we are aware that Sargeras will be far too clunky as is, so we will be working on this.
Thanks for all of the comments thus far.
I think following blizzs design with c'thun buffing cards in more ways than you have is a good idea. One of the more important concepts with cthun is that he works while have a relatively small amount of cards dedicated to him. If this was going to be part of an actual expansion, you'd have 1/3 of the card pool dedicated to sargeras synergy
I think you should:
- Have one discover option list for all the cards with that effect, no need to have a different one for each class. There are much better ways to achieve a solid identity for each class' synergy with sargeras
- Have only 1 card per class (maybe not even all classes). This is where you'll have to make a fairly tough decision. I like the idea for dark portal but I'd rather the hounds be reduced by the same amount as sarge (with balancing of course). Rogue's Back-Obliterate is (despite the weird name) really good too. Basically the idea is that each class plays the same deck in very different ways without over-burdening the player with too many cards that do almost the exact same, really specific thing
I see you used my Hearthcards.net fire watermark, I'm glad you liked it ;)