"The last person who used this is a real Chill guy".
"By the Mid-Summer Fire Festival, they're as good as new!"
"Not quite good as the Inexplicably Load Screams of Elune."
"So, you thought a 4 Mana 7/7 was bad?"
"She just observes it because she likes it. People think she's some wise ancient for some reason."
"There's a story behind every sign --- and every name."
"Design Space"
"He sent this picture to his family for Winterveil. They don't know he's just the doorman."
"Explorers travel to Northrend to hunt down the mysterious Yetis. Little do they know, something else is leaving behind those pawprints!"
Update 2
"Being a Worgen and only functioning during the Winter nights is a good excuse to remain lazy all year round."
A high risk-high reward card that needs to be played on the first two turns to be good. 3 Mana 6/6 is insanely good, 4 Mana 5/5 is pretty good. 6 Mana 3/3 and so on are worthless.
"To be honest, there isn't much difference between an Aspiring Yeti Hunter and an Expiring Yeti Hunter."
You are be able to destroy anything that has more stats than 5/5 too, it just dies as soon it is played.
"Malfurion acts really weird during Winterveil. Must really hate the weather, huh?"
"He really isn't a multi-tasker."
"Her main job is guarding the Icecrown Citadel from Level 110 solo-ers. She's really bad at it, as you can imagine."
Works exactly the same as the Chess event in Karazhan.
Scarlet Cryomancer seems broken. Imagine having two on the board, that's an auto 4 damage to anything summoned. If you coined out the first on turn 2, then did the second on turn 3... that'd be too much swing.
Cool like a christmas cucumber! Really a great addition. Most of these cards are balanced. You can give whispers of Elune some other minor benefit, like "Restore 2 Health to your hero" i think that would fit with elune stuff and add a small heal with a great benefit. The only other criticism is that your last card the "yeti" is in every way better than Chillwind yeti. Maybe if you gave it some type of small draw back?
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JMAP94. The best way to love the artist is to love the art.
Scarlet Cryomancer seems broken. Imagine having two on the board, that's an auto 4 damage to anything summoned. If you coined out the first on turn 2, then did the second on turn 3... that'd be too much swing.
He has a point. Perhaps Freezing Potion would be better.
Scarlet Cryomancer seems broken. Imagine having two on the board, that's an auto 4 damage to anything summoned. If you coined out the first on turn 2, then did the second on turn 3... that'd be too much swing.
Scarlet Cryomancer seems broken. Imagine having two on the board, that's an auto 4 damage to anything summoned. If you coined out the first on turn 2, then did the second on turn 3... that'd be too much swing.
He has a point. Perhaps Freezing Potion would be better.
Oh yeah... totally didn't occur to me it would start dealing damage the second time round, lol. Freezing Potion does sound a lot better, yes.
ld start dealing damage the second time round, lol. Freezing Potion does sound a lot better, yes.
I'd just have the card freeze minions that are summoned. Casting Ice Lance or Freezing potion complicates the process. These "casts" would affect the Yog-Sarron counter for spells cast, right? Also, something like Mayor Noggenfogger would cause it to mis-target. It could trigger secrets like Spellbender and Counterspell as well. I'd avoid the casting mechanic, especially since all you're trying to do is freeze a summoned enemy.
That said, freezing summoned enemies, especially in the early game, is a really damn good stall tactic. At the very least, I'd make the minion low health to make removing it easier, or make it a bigger high cost mana card.
Cool like a christmas cucumber! Really a great addition. Most of these cards are balanced. You can give whispers of Elune some other minor benefit, like "Restore 2 Health to your hero" i think that would fit with elune stuff and add a small heal with a great benefit. The only other criticism is that your last card the "yeti" is in every way better than Chillwind yeti. Maybe if you gave it some type of small draw back?
I feel like the Elune card would become too wordy with more text, and I personally don't like too wordy cards. For the Yeti, yeah it is a direct upgrade but it is a Legendary after all.
Changed Scarlet Cyromancer and Solstice Observer based on feedback.
Really appreciate how open and nondefensive you are about criticism towards your art, it's really refreshing. :) These are some really cool and unique ideas, and I hope to see more from you! Keep it up!
Changed Scarlet Cyromancer and Solstice Observer based on feedback.
Really appreciate how open and nondefensive you are about criticism towards your art, it's really refreshing. :) These are some really cool and unique ideas, and I hope to see more from you! Keep it up!
Thanks mate! Don't see a point on sharing cards if you're not willing to adjust them to a more balanced state. :P
Really like these designs, though I'd make the following balance changes:
Scarlet Cyromancer [sic] -> 4 mana to 3 mana. A card that basically removes charge from all minions is something I'd love to see someday, but I think a 4 mana 1/5 is a little bit too weak to see play, even with that effect.
Heist -> 4 mana to 6 mana. While it makes thematic sense to have the cost equal the number of coins generated, the effect is really broken as is. Unstable Portal was in every mage deck except Freeze Mage, largely due to how it could win games by itself if you high-rolled a Dr. Boom or something that could be played as early as turn 4 (or turn 3 with the coin). The current version of Heist is similar, enabling a 9 or 10 drop on turn 5. Furthermore, with Gadgetzan Auctioneer the card basically draws 5 cards for 0 mana. With Heist at 6 mana, it wouldn't be possible to play both on the same turn without additional setup. An argument could also be made for pushing it up to 7 mana, because it's a rogue card and Preparation exists - as the card is currently designed, it's possible to have a 28/28 Edwin VanCleef on turn 1 with Preparation, 2 x Heist, Novice Engineer, and the coin.
The Northrend "Yeti" -> change the effect to "Whenever this attacks a minion, Freeze it and the enemy hero". The current effect seems a little too strong for a neutral legendary with no drawbacks, and nerfing the cost/stats would lose the Yeti theme. Honestly, I'm not entirely satisfied with the new effect either, but it's the best identity-preserving nerf I could think of that wouldn't just make it a 4/5 Water Elemental.
Really like these designs, though I'd make the following balance changes:
Love the feedback!
Your Northrend Yeti does work in some way. It's like a mixture of the Yeti and Water Elemental, I think I'll try to brainstorm some more ideas for it to try to get it to stand out without being too strong.
I like the Heist idea too. Was just waiting for someone to call me out on that, lol. Changed it as your suggestion.
Also, the Cryomancer doesn't just stop charge. It makes it so all minions need to wait an additional turn before they get to Attack, since even if a minion is frozen the turn it is summoned, it remains frozen the next turn when its supposed to attack. So, in that sense I think its pretty good.
I also added a new legendary if you wanna take a gander. :)
if a minion is frozen the turn it is summoned, it remains frozen the next turn when its supposed to attack. So, in that sense I think its pretty good.
Haha, is that how freeze works? I can't say that I've ever tried immediately freezing one of my own minions the turn it was summoned. Learn something new every day :). In that case, 4 mana does probably make more sense. I would probably bump the rarity up to epic then, because it singlehandedly changes the pace of the game dramatically if not immediately removed. If anything, seems more like an effect you'd see on a legendary rather than a rare class minion.
As for the new updates, here's more feedback:
Wintermoon Howler: Interesting mechanic. I'm not sure if the drawback is actually enough of a drawback, because I feel you're almost always playing it immediately as a 3 mana 6/6 (unless you're forced to clear the board, there's very few instances where you wouldn't play this instead of spending your mana on anything else). Might have a more interesting risk vs. reward dynamic as a 4 mana 8/8.
Aspiring Yeti Hunter: The wording needs to be changed, because it isn't clear that it's unable to kill a minion bigger than itself. The wording also suggests that if you were to target a Chillwind Yeti with this, you'd end up with a 1/0 (which would make it a pretty sad excuse for a yeti hunter imho). Also, since it loses both health AND attack when the battlecry triggers, I don't think I'd ever play it at 7 mana because it's a 7 mana Shadow Strike in a lot of cases. Taking all of these factors into consideration, I think I'd change it to a 5 mana 5/5 with "Battlecry: Deal damage equal to this minion's attack to a minion. That minion deals damage equal to its attack to Aspiring Yeti Hunter." That way, it's much more playable, and survives a confrontation with a yeti.
Malfurion, Winter's Curse: I like the transform-druid interaction thing you've got going on. I like the satyr designs too, for the most part. Three nits: firstly, Dark Clap seems a lot more powerful than the other transformed cards. I feel like playing Malfurion will feel like playing Ysera and getting nothing but Laughing Sisters - you still feel good because the cards are all individually powerful, but you also wish that more of them were Dark Clap. Secondly, I suspect that Satyr Overlord isn't going to have much impact unless you were already winning, because it's unlikely for satyrs to have died AND for Malfurion to live long enough for you to cast a 10 mana minion. Thirdly, the wording is a little unclear, so I'm not sure if you meant all cards in your hand and deck transform, or if it also includes minions you have on board, and I don't know what happens to satyrs you have in play if Malfurion dies.
All in all though, some of the coolest designs I've seen in a while!
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"They say everyone who meets her becomes cool."
"The last person who used this is a real Chill guy".
"By the Mid-Summer Fire Festival, they're as good as new!"
"Not quite good as the Inexplicably Load Screams of Elune."
"So, you thought a 4 Mana 7/7 was bad?"
"She just observes it because she likes it. People think she's some wise ancient for some reason."
"There's a story behind every sign --- and every name."
"Design Space"
"He sent this picture to his family for Winterveil. They don't know he's just the doorman."
"Explorers travel to Northrend to hunt down the mysterious Yetis. Little do they know, something else is leaving behind those pawprints!"
Update 2
"Being a Worgen and only functioning during the Winter nights is a good excuse to remain lazy all year round."
A high risk-high reward card that needs to be played on the first two turns to be good. 3 Mana 6/6 is insanely good, 4 Mana 5/5 is pretty good. 6 Mana 3/3 and so on are worthless.
"To be honest, there isn't much difference between an Aspiring Yeti Hunter and an Expiring Yeti Hunter."
You are be able to destroy anything that has more stats than 5/5 too, it just dies as soon it is played.
"Malfurion acts really weird during Winterveil. Must really hate the weather, huh?"
"He really isn't a multi-tasker."
"Her main job is guarding the Icecrown Citadel from Level 110 solo-ers. She's really bad at it, as you can imagine."
Works exactly the same as the Chess event in Karazhan.
Leave behind some feedbackarino kripperino! :)
These card mechanics seem "cool"...
Solstace Observer should be a 10 mana 9/9 that refreshes 5 mana crystals.
Scarlet Cryomancer seems broken. Imagine having two on the board, that's an auto 4 damage to anything summoned. If you coined out the first on turn 2, then did the second on turn 3... that'd be too much swing.
Cool like a christmas cucumber! Really a great addition. Most of these cards are balanced. You can give whispers of Elune some other minor benefit, like "Restore 2 Health to your hero" i think that would fit with elune stuff and add a small heal with a great benefit. The only other criticism is that your last card the "yeti" is in every way better than Chillwind yeti. Maybe if you gave it some type of small draw back?
JMAP94. The best way to love the artist is to love the art.
Nomadic Tribesman, Heist and Divine Doorman are really creative ideas, nice!
That said, freezing summoned enemies, especially in the early game, is a really damn good stall tactic. At the very least, I'd make the minion low health to make removing it easier, or make it a bigger high cost mana card.
Changed Scarlet Cryomancer and Solstice Observer based on feedback.
Only remaining problem is typo in Solstice Observer's name.
Really like these designs, though I'd make the following balance changes:
Scarlet Cyromancer [sic] -> 4 mana to 3 mana. A card that basically removes charge from all minions is something I'd love to see someday, but I think a 4 mana 1/5 is a little bit too weak to see play, even with that effect.
Heist -> 4 mana to 6 mana. While it makes thematic sense to have the cost equal the number of coins generated, the effect is really broken as is. Unstable Portal was in every mage deck except Freeze Mage, largely due to how it could win games by itself if you high-rolled a Dr. Boom or something that could be played as early as turn 4 (or turn 3 with the coin). The current version of Heist is similar, enabling a 9 or 10 drop on turn 5. Furthermore, with Gadgetzan Auctioneer the card basically draws 5 cards for 0 mana. With Heist at 6 mana, it wouldn't be possible to play both on the same turn without additional setup. An argument could also be made for pushing it up to 7 mana, because it's a rogue card and Preparation exists - as the card is currently designed, it's possible to have a 28/28 Edwin VanCleef on turn 1 with Preparation, 2 x Heist, Novice Engineer, and the coin.
The Northrend "Yeti" -> change the effect to "Whenever this attacks a minion, Freeze it and the enemy hero". The current effect seems a little too strong for a neutral legendary with no drawbacks, and nerfing the cost/stats would lose the Yeti theme. Honestly, I'm not entirely satisfied with the new effect either, but it's the best identity-preserving nerf I could think of that wouldn't just make it a 4/5 Water Elemental.
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Love the feedback!
Your Northrend Yeti does work in some way. It's like a mixture of the Yeti and Water Elemental, I think I'll try to brainstorm some more ideas for it to try to get it to stand out without being too strong.
I like the Heist idea too. Was just waiting for someone to call me out on that, lol. Changed it as your suggestion.
Also, the Cryomancer doesn't just stop charge. It makes it so all minions need to wait an additional turn before they get to Attack, since even if a minion is frozen the turn it is summoned, it remains frozen the next turn when its supposed to attack. So, in that sense I think its pretty good.
I also added a new legendary if you wanna take a gander. :)
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