Really appreciate the feedback. Thanks a bunch! It's definately hard to balance with Stealth. I've taken your ideas into account, and the idea with adjacent minions aint bad at all. Could you maybe do something like: "Place a Shadow Ward on your or your opponents side of the battlefield." ? I know place isn't a thing in Hearthstone, but what I mean with it is that you'd be able to choose exactly where to place it. And then the Shadow Ward would read: "Adjacent non-Shadow Ward minions have Stealth." - It might be too much if you can place it on your opponent's side of the battlefield bypassing their taunts, but I thought it seemed like a nice idea nonetheless ;)
I don't think giving Stealth passively is a good idea. Remember that the definition of 'Stealth' is 'Can't be targeted until it deals damage', the key word there being 'until'. So, if you passively give minions 'Stealth', you aren't really giving them stealth, your giving them 'Can't be targeted'. It's kinda like passively giving minions Divine Shield - you're just giving them 'Can't take damage'. They're both attributes that are meant to be lost. I'd probably reword your token with that in mind: 'Your non-Shadow Ward minions can't be targetted'.
And I think that allowing you to give Shadow Wards to your opponent is just unnecessarily complex, at least for a hero power.
Anybody have feedback on my stuff? It's on the previous page.
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
I know I'm a bit late to the party on this one, but I thought a bit of perspective might help. Conceal is a 1 mana card that gives your whole team stealth for one turn. They made a Spare Part that could only target 1 minion, and its still cost 1. They nerfed a mostly unplayed card, Master of Disguise, because it was limiting their ability to design cards. Stealth is an extremely powerful effect, especially when applied to certain minions, so not only do you have to consider the implications for your class but also every neutral card and potentially other classes cards. Now, you're ability isn't exactly permanent stealth, but it does something Blizzard hasn't pushed too much, which is disruption. Forcing someone to spend additional mana has been on 3 cards ever. Freezing Trap, Loatheb, and Saboteur. This is a reusable effect that forces you to spend mana to interact, that's a big deal. It doesn't just increase the cost of a card or a type of card, it puts a cost on interacting.
I think something that works more like Faerie Dragon could be a better solution. It messes with part of your ability to interact but not all of it and then if you spend mana you're back to normal. Completely locking someone out if they don't spend that mana is massive. You could even make the Spell Immunity style Ward work both ways so your opponent can't target his stuff either, and make your cards have more workaround for the spell immunity than other classes. IDK, I don't know that I can fix the problem, but I will say stealth is just very dangerous and I hope you come up with something cool, because I like most of your other preview cards and the interaction with the hero power.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I'm just wondering where the idea of card rarity comes in? Are you going to have cards that say; if you have two epic minions, do X? Or a questing adventurer type card that gains 1/1 every time a minion is promoted?
Ah, I have actually designed a rare card called Aspiring Knight which does the second thing you said, it gains a small buff everytime minions are promoted. Also, the other epic from the classic set is ideally going to trigger off of epic minions and it's gonna be a bolvar effect.
Also, does my hero power fit to the rules of not being useless outside of the class?
It's not limited to requiring the class keyword to work, but it's also kinda bad without buffs. I want to keep it as summoning a minion for the class keyword, Fate to be useful (Do something to the next minion you summon). I'm thinking of maybe summoning a 0/2 and giving Fate: +1 Attack or +1/+1 so atleast it'll power up the next minion you summon.
Also, does my hero power fit to the rules of not being useless outside of the class?
It's not limited to requiring the class keyword to work, but it's also kinda bad without buffs. I want to keep it as summoning a minion for the class keyword, Fate to be useful (Do something to the next minion you summon). I'm thinking of maybe summoning a 0/2 and giving Fate: +1 Attack or +1/+1 so atleast it'll power up the next minion you summon.
Not ideal, but I wouldn't call it useless. "Useless" would be things that only synergizes with your own class cards. This is at least a 0/3 body, which has its uses however limited they may be.
You can't really do much with it if you don't have any buffs you could use for them. It's not completely useless, but in a lot of cases, you can't do that much with a 0/3. This is an alternate idea I'm considering for the hero power.
With this, you can make the minions you summon or play a bit stronger and makes you less reliant on buffs and other things to use on the 0/3s.
Well, the submission window is nearly closed. I was hoping to get some more feedback on my hero power. I've been really indescisive about it.
The full class, without hero power, is in the spoiler. Two of the example cards were re-balanced.
Feedback appreciated! Thought I'd post this here before making my submission post. I'm especially interested in the wording of the keyword and hero power/token. Also, if I'm breaking any rules or format stuff, let me know.
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, that it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, but also many Naga, Fel Orcs and Satyr's have turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
EXAMPLE CARDS
Arcane Phoenix: This card has obvious synergy with Mana Flood. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle. Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword. Hungry Bloatmage: This card also has obvious synergy with Mana Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Mana Flood them, or let them draw down.
What I want to know: Which of these hero powers would you most want to play with? Which of these hero powers would you least like to play against?
#1
#2
#3
Also here are some more sample Bloodmage cards. Do any of these seem like better fits?
@Asylum_Rhapsody I know the rules say we can't post tokens for our example cards. But can we post the cards without the tokens? I feel like my Wall of Fire spell would be a good example card and explains itself without needing to show the token.
I don't think that Wall of Fire would be allowed. Also, out of all your hero power possibilities, I think #1 is my favourite.
I agree with both counts. Wall of Fire is cool but it makes tokens so it won't fit. The first Hero Power is my favorite. You still get nothing when it's played, but once your opponent gets it it will screw up their tempo but not completely ruin their draw. They could also use that same Mana Leak for (2) with the cost increas to draw a card.
Okay so don't have long but I have a few cards that I've worked on for sometime and I want some feedback on which ones to include as the examples.So here is the hero and hero power:
These 2 cards are very likely gonna be submitted but if someone can argue that another one should replace one of these I'm open to it.
Now for all the cards I've come up with but I can't decide which to also include along side the two above.
Thoughts on which cards I should showcase? Or any changes you would make to certain cards? Thanks in advance!
@AsifyouwoulD What is your class and theme? You also asked about making a Sacrifice keyword but it isn't included on any of these sample cards. Also the Hero Power seems really weak. -1 Health is comparable to 1 damage, so you can compare this to a 3 mana Mage hero power. No one would play mage if that was their hero power.
@FunPolice749 I like the theme and hero power. For Dragon Flight, write it out as "two 2/2 Whelps" to make it easier to read. Also you don't need the (+2 Attack and +2 Health) part on Rapid Growth. For the third card, definately one of the cards affected by having a Whelp in the deck, as that is an interesting synergy. Either Violet Dragon or Rapid Growth, imo.
@AsifyouwoulD What is your class and theme? You also asked about making a Sacrifice keyword but it isn't included on any of these sample cards. Also the Hero Power seems really weak. -1 Health is comparable to 1 damage, so you can compare this to a 3 mana Mage hero power. No one would play mage if that was their hero power.
@FunPolice749 I like the theme and hero power. For Dragon Flight, write it out as "two 2/2 Whelps" to make it easier to read. Also you don't need the (+2 Attack and +2 Health) part on Rapid Growth. For the third card, definately one of the cards affected by having a Whelp in the deck, as that is an interesting synergy. Either Violet Dragon or Rapid Growth, imo.
MY Class is a Necromancer based class (drawing a lot of inspiration from the Guild Wars style of Necromancers that can function more as front-line dark spellswords than necessarily the typical liches) with a general focus on delayed interaction, minion restoration/sacrifice and curses. The reason why I had Mark of Pain down as a -1 Health is that I was slightly concerned that having it much higher would be potentially unbalanced, given I view -1 Health to be more powerful than just 1 damage, especially as it ignores on damage effects such as Acolyte of Pain and Gurubashi Beserker as well as being a more direct counter to Enrage creatures.
I like the idea of a spell sword Necromancer, so long as it remains somewhat different from Death Knights. What you said is true, -1 Health is more versatile than just 1 damage. However, the number of times when they would be used differently is very few. Enrage isn't a common mechanic and only a few classes really use on damage effects. Even besides that, spending 2 mana to generate the token and 1 mana to then give the -1 Health still seems really weak. Could it give -1/-1? Or "Give a minion -2 Health (but not less than 1)"? Or a one turn only effect? Just a few ideas.
@AsifyouwoulD What is your class and theme? You also asked about making a Sacrifice keyword but it isn't included on any of these sample cards. Also the Hero Power seems really weak. -1 Health is comparable to 1 damage, so you can compare this to a 3 mana Mage hero power. No one would play mage if that was their hero power.
@FunPolice749 I like the theme and hero power. For Dragon Flight, write it out as "two 2/2 Whelps" to make it easier to read. Also you don't need the (+2 Attack and +2 Health) part on Rapid Growth. For the third card, definately one of the cards affected by having a Whelp in the deck, as that is an interesting synergy. Either Violet Dragon or Rapid Growth, imo.
Okay so I think I decided on which cards I'm gonna present which I think show the main focus of the class which is drawing to get value from your hero power, dragons, and armor.
Dragon's Flight is a key card in almost any deck as it gets several Whelps into your deck to help activate several card affects.\
Smokewhite Drake: A card that benefits from several of the armor producing cards while still being a strong drop early on even without the battle cry activating.
Forge Drake: The main affect of this card is to gain massive amount of armor in a turn but with the downside of weakening the following turns since you lose several Whelps and possible synergy.
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
Holy good god dude. Your class is one of the most elegantly designed I've seen yet. Love the keyword and its limitations. The Hero power is very sophisticated, definitely the best by far out of any of the "put X into your opponent's deck" powers that I've seen. Great stuff, guy. Really could make for some interactive, real strategical plays (in theory). And finally gives Hearthstone players a chance to actually interact with combo decks. Very clever. Aight ima hop off ur d now gj I hope to see the rest of your class
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
Man, you know, this is a competition, but its mostly for fun. I don't believe there is any reason to try to throw shade at anyone, even if you're not mentioning them specifically. I know its hard to full moderate everything and the mods want to give people time to get their act together, but you can also bet that no one that hasn't followed the rules is getting through to the next round. The mods may not have deleted or openly disqualified everyone that hasn't followed the rules, but they tend to make sure when it comes down to the end everything if fair. What's even more amazing is you're using that as a reason to specifically advertise your post and ask for votes. Classy move, for the Class Creation Competition....
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
I like how it looks, but I think Spontaneous Combustion, while good to include in order to demonstrate how Siphon works, isn't very good, at least as the initial showcase. Sinister Strike is a very niche card. I would change it for a regular ol' burn spell, your class' 2-mana deal 3 or 1-mana deal 2 equivalent (as I think every class needs one of those). Even something as simple as a potentially cheaperDarkbomb is good enough for me, as you can get a lot on milage on the back of Siphon.
I also like how you finally solved your Mana Leak problem. Question: Is the card discarded after the effect happens or is it kept in your hand? I would assume it disappears since it serves no further purpose. I'm still not completely sold on how effective this hero power will be, but I like Siphon too much to pass it up.
Holy good god dude. Your class is one of the most elegantly designed I've seen yet. Love the keyword and its limitations. The Hero power is very sophisticated, definitely the best by far out of any of the "put X into your opponent's deck" powers that I've seen. Great stuff, guy. Really could make for some interactive, real strategical plays (in theory). And finally gives Hearthstone players a chance to actually interact with combo decks. Very clever. Aight ima hop off ur d now gj I hope to see the rest of your class
Uh.. Thanks? Yeah, I wanted the Blood Mage to feel like an "anti-caster" functions in an rpg. To counter combo heavy and control heavy classes, punished their OTK win conditions and taking advantage of their slow, "wait and see" style of reactive play.
I've personally played a lot of Freeze Mage, and I think it's a blast, but I think there is more space for counters to decks like that. While the Freeze Mage experience is guiding my design, I wish I had the cards needed to put together some attrition decks like an old school Control Warrior with Golden Monkey. I've been playing and budget version of Jade Druid/Mill and my Mill Rogue to help brainstorm card and mechanic design.
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Why Rogue is my favourite class:
My submission for this week's card design competition.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
When exactly does submission time end?
Also, does my hero power fit to the rules of not being useless outside of the class?
It's not limited to requiring the class keyword to work, but it's also kinda bad without buffs. I want to keep it as summoning a minion for the class keyword, Fate to be useful (Do something to the next minion you summon). I'm thinking of maybe summoning a 0/2 and giving Fate: +1 Attack or +1/+1 so atleast it'll power up the next minion you summon.
Not ideal, but I wouldn't call it useless.
"Useless" would be things that only synergizes with your own class cards. This is at least a 0/3 body, which has its uses however limited they may be.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
You can't really do much with it if you don't have any buffs you could use for them. It's not completely useless, but in a lot of cases, you can't do that much with a 0/3. This is an alternate idea I'm considering for the hero power.
With this, you can make the minions you summon or play a bit stronger and makes you less reliant on buffs and other things to use on the 0/3s.
Well, the submission window is nearly closed. I was hoping to get some more feedback on my hero power. I've been really indescisive about it.
The full class, without hero power, is in the spoiler. Two of the example cards were re-balanced.
Feedback appreciated! Thought I'd post this here before making my submission post. I'm especially interested in the wording of the keyword and hero power/token. Also, if I'm breaking any rules or format stuff, let me know.
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, that it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, but also many Naga, Fel Orcs and Satyr's have turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
EXAMPLE CARDS
Arcane Phoenix: This card has obvious synergy with Mana Flood. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle.
Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword.
Hungry Bloatmage: This card also has obvious synergy with Mana Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Mana Flood them, or let them draw down.
What I want to know: Which of these hero powers would you most want to play with? Which of these hero powers would you least like to play against?
#1
#2
#3
Also here are some more sample Bloodmage cards. Do any of these seem like better fits?
@Asylum_Rhapsody I know the rules say we can't post tokens for our example cards. But can we post the cards without the tokens? I feel like my Wall of Fire spell would be a good example card and explains itself without needing to show the token.
I don't think that Wall of Fire would be allowed. Also, out of all your hero power possibilities, I think #1 is my favourite.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Okay so don't have long but I have a few cards that I've worked on for sometime and I want some feedback on which ones to include as the examples.So here is the hero and hero power:
These 2 cards are very likely gonna be submitted but if someone can argue that another one should replace one of these I'm open to it.
Now for all the cards I've come up with but I can't decide which to also include along side the two above.
Thoughts on which cards I should showcase? Or any changes you would make to certain cards? Thanks in advance!
@AsifyouwoulD
What is your class and theme? You also asked about making a Sacrifice keyword but it isn't included on any of these sample cards. Also the Hero Power seems really weak. -1 Health is comparable to 1 damage, so you can compare this to a 3 mana Mage hero power. No one would play mage if that was their hero power.
@FunPolice749
I like the theme and hero power. For Dragon Flight, write it out as "two 2/2 Whelps" to make it easier to read. Also you don't need the (+2 Attack and +2 Health) part on Rapid Growth. For the third card, definately one of the cards affected by having a Whelp in the deck, as that is an interesting synergy. Either Violet Dragon or Rapid Growth, imo.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Just submitted my Blood Mage class. Go check it out and vote for it!
Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character.
Once all of those get disqualified and purged, the competition will be fierce though!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I also like how you finally solved your Mana Leak problem. Question: Is the card discarded after the effect happens or is it kept in your hand? I would assume it disappears since it serves no further purpose. I'm still not completely sold on how effective this hero power will be, but I like Siphon too much to pass it up.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I've personally played a lot of Freeze Mage, and I think it's a blast, but I think there is more space for counters to decks like that. While the Freeze Mage experience is guiding my design, I wish I had the cards needed to put together some attrition decks like an old school Control Warrior with Golden Monkey. I've been playing and budget version of Jade Druid/Mill and my Mill Rogue to help brainstorm card and mechanic design.