I like treason a lot, probably to inconsistent to be playable though. Would be hilarious to cold blood an enemy minion twice and then play treason.
Hide is probably to expensive since you can get almost the same effect for 1 mana in conceal, it might serve purpose as an ice block in miracle however. Play auctioneer+Hide on turn 10 and then go ham afterwards. One of those potential cards but probably to expensive for what it does.
Ambush is pretty weird and is either terrible or completely broken. Miracle rogue can play arcane giants if it really wants to and Ambush serving as a 5 mana 8/8 charge (+possible cold blood) sounds broken as hell. Pulling an auctioneer might be good enough as well or even a questing adventurer if you're going for the final push. Sounds like a "win now or lose" card to me and I kinda like the possible risk involved.
Coerce is just bad though. 8 mana combo card that pretty much does nothing since you can only use this against extremely slow control decks (only usable when they have 1 minion because you're gonna have a hard time removing smaller stuff if you're planning to play this).
I like treason a lot, probably to inconsistent to be playable though. Would be hilarious to cold blood an enemy minion twice and then play treason.
Hide is probably to expensive since you can get almost the same effect for 1 mana in conceal, it might serve purpose as an ice block in miracle however. Play auctioneer+Hide on turn 10 and then go ham afterwards. One of those potential cards but probably to expensive for what it does.
Ambush is pretty weird and is either terrible or completely broken. Miracle rogue can play arcane giants if it really wants to and Ambush serving as a 5 mana 8/8 charge (+possible cold blood) sounds broken as hell. Pulling an auctioneer might be good enough as well or even a questing adventurer if you're going for the final push. Sounds like a "win now or lose" card to me and I kinda like the possible risk involved.
Coerce is just bad though. 8 mana combo card that pretty much does nothing since you can only use this against extremely slow control decks (only usable when they have 1 minion because you're gonna have a hard time removing smaller stuff if you're planning to play this).
Love the critique, thank you!
I was thinking the same for Treason. I really like Betrayal as a card, but is just bad in practice. I wanted a way to punish players who get big fatties out early (such as the giants; imagine hitting the Hand/Renolock with that on turn 4 after they drop MG). Since Rogues typically use a lot of resources to remove a big guy, I wanted a way to exploit it without just remaking Assassinate or something just as mindless.
Hide might seem expensive, but think about what Stealth means for your Hero; cannot be attacked or targeted. It basically can become Rogue's Ice Block in a way, or a "Time Walk" if you will. The applications in Miracle are obvious. But the real reason I wanted this card is as a sort of "heal" for Rogue that doesn't involve restoring Health (since I believe that's a no-no for WoW Rogues). This gives the Rogue a SAFE way to set up a turn, draw cards, establish board, etc (extremely important for Miracle ofc). It also supports the burst playstyle, as well as give some synergy to Stealth. You could still get hit by non targeted effects, just as a Stealthed minion would, so Rag and Hellfire can still burn you down.
Funny, I had the same thoughts about Ambush when I was making it; it's either total trash or severely broken. I think it might be closer to trash though if you think about it, even with access to Cold Blood. The minion pulled is random, Battlecries do not trigger (and remember Azure Drake is in nearly every Rogue deck, as well as Healbot in Wild), and technically the most damage output you could get is with Y'Shaarj and nobody runs him anyway (although could be a combo deck with this card). The Giants can give you 8 Charge damage for 5 mana, but also remember it dies at the end of the turn. Ambush grabbing Y'Shaarj with double Cold Blood is 20 damage for 7 mana; might be a bit broken when looked at that way. I originally had it so it also could not attack Heroes, but that's lame and no fun and definitely unplayable. Any thoughts on how you might change the ability? Or is that just an ability that doesn't belong in the game?
Ya I was thinking Coerce might be overcosted when compared to Paladin's Restore 8 Draw 3 spell, but this one also kills a minion. My approach to this card was an extremely high value spell with basically no drawback, other than the mana cost. Definitely too slow for the aggro meta, but will punish control decks for certain. What do you think about 6 mana? Easy to combo, but all 3 effects might be a bit over the top for 6 mana. Also, my original thought for this card was "3 mana - Deal 3 damage to the enemy Hero. Add a random class card to your hand (from your opponent's class)." Kinda seems like a worse Burgle though. Honestly I found the artwork, thought of coercion as a Rogue type of deal, and tried to design a card around it lol. It's tough to think of a way you could "coerce" your opponent and achieve gains that doesn't involve directly damaging them or making them discard or something.
Thanks for checking them out!
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Fair points on the Hide and Ambush to be honest. Ambush is probably to random/punishing if it doesn't pull a giant or an auctioneer. Coerce for 6 mana would definetly be ok, you could probably even lower it to 5-4 since the destroyed minion is random and setting up for that isn't always as easy. Just look at the cost of Sabotage and Deadly Shot (and then remember that sabotage was never played in constructed, your coerce has the destroy a minion thing after the combo making it worse in a way so you can play around with the cost of it a bit more)
In my opinion, you could remove the healing, make it hit the opponent's hero for 3 (maybe 4) damage instead and pull it down to 4 mana. Healing in Rogue feels kinda iffy at this point tbh :p
Just some ideas I had. Thoughts on playability/balance?
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I like treason a lot, probably to inconsistent to be playable though. Would be hilarious to cold blood an enemy minion twice and then play treason.
Hide is probably to expensive since you can get almost the same effect for 1 mana in conceal, it might serve purpose as an ice block in miracle however. Play auctioneer+Hide on turn 10 and then go ham afterwards. One of those potential cards but probably to expensive for what it does.
Ambush is pretty weird and is either terrible or completely broken. Miracle rogue can play arcane giants if it really wants to and Ambush serving as a 5 mana 8/8 charge (+possible cold blood) sounds broken as hell. Pulling an auctioneer might be good enough as well or even a questing adventurer if you're going for the final push. Sounds like a "win now or lose" card to me and I kinda like the possible risk involved.
Coerce is just bad though. 8 mana combo card that pretty much does nothing since you can only use this against extremely slow control decks (only usable when they have 1 minion because you're gonna have a hard time removing smaller stuff if you're planning to play this).
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Fair points on the Hide and Ambush to be honest. Ambush is probably to random/punishing if it doesn't pull a giant or an auctioneer. Coerce for 6 mana would definetly be ok, you could probably even lower it to 5-4 since the destroyed minion is random and setting up for that isn't always as easy. Just look at the cost of Sabotage and Deadly Shot (and then remember that sabotage was never played in constructed, your coerce has the destroy a minion thing after the combo making it worse in a way so you can play around with the cost of it a bit more)
In my opinion, you could remove the healing, make it hit the opponent's hero for 3 (maybe 4) damage instead and pull it down to 4 mana. Healing in Rogue feels kinda iffy at this point tbh :p
All of these are awful.
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