I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
How does King's Elekk play into Lock and Load Hunter? King's Elekk saw a lot of play in different decks, so I wouldn't say it's particularly suited to one deck. With my Joust card in particular, it's design would synergize with control, which runs larger minions.
I also think most people want to make both an Inspire and a Joust for flavor purposes.
You remember the Tavern Brawl before TGT launch where we play Lock and Load Hunter against Inspire Mage? That deck built by Blizzard included two King's Elekks. I think Lock and Load Hunter was what Blizzard tried to push in the Hunter class cards of TGT, considering Ben Brode's words that Lock and Load and Mysterious Challenger are his most favorite cards in TGT.
I think Blizzard was just trying to show off the new TGT cards. I don't see how King's Elekk is connected to Lock and Load design-wise.
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
How does King's Elekk play into Lock and Load Hunter? King's Elekk saw a lot of play in different decks, so I wouldn't say it's particularly suited to one deck. With my Joust card in particular, it's design would synergize with control, which runs larger minions.
I also think most people want to make both an Inspire and a Joust for flavor purposes.
You remember the Tavern Brawl before TGT launch where we play Lock and Load Hunter against Inspire Mage? That deck built by Blizzard included two King's Elekks. I think Lock and Load Hunter was what Blizzard tried to push in the Hunter class cards of TGT, considering Ben Brode's words that Lock and Load and Mysterious Challenger are his most favorite cards in TGT.
I think Blizzard was just trying to show off the new TGT cards. I don't see how King's Elekk is connected to Lock and Load design-wise.
Lock and Load requires you play lots of low cost spells, and thus you won't play many low cost minions to fit into the curve, and thus Joust may work for Lock and Load Hunter.
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
How does King's Elekk play into Lock and Load Hunter? King's Elekk saw a lot of play in different decks, so I wouldn't say it's particularly suited to one deck. With my Joust card in particular, it's design would synergize with control, which runs larger minions.
I also think most people want to make both an Inspire and a Joust for flavor purposes.
You remember the Tavern Brawl before TGT launch where we play Lock and Load Hunter against Inspire Mage? That deck built by Blizzard included two King's Elekks. I think Lock and Load Hunter was what Blizzard tried to push in the Hunter class cards of TGT, considering Ben Brode's words that Lock and Load and Mysterious Challenger are his most favorite cards in TGT.
I think Blizzard was just trying to show off the new TGT cards. I don't see how King's Elekk is connected to Lock and Load design-wise.
I personally don't believe that Joust was a highly pushed mechanic, just like really Dragon decks didn't come out of just BRM. The issue is without the Joust keyword the mechanic is so limiting that they never brought it back or supported it after TGT. Same with Inspire, and we ended up with TGT being the worst expansion.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I personally don't believe that Joust was a highly pushed mechanic, just like really Dragon decks didn't come out of just BRM. The issue is without the Joust keyword the mechanic is so limiting that they never brought it back or supported it after TGT. Same with Inspire, and we ended up with TGT being the worst expansion.
I don't think TGT is a bad expansion. It's better than GVG and MSG, where aggro decks dominated the meta after the release of the expansion. TGT was an expansion where Blizzard started to push new deck archetypes via class cards. Discard Warlock, Lock and Load Hunter, Taunt Warrior, Secret Paladin and so on. It was only because they were too cautious about balance that most of the cards become unplayable. But being cautious is better than being radical; at least underpowered cards don't ruin the game as STB and Mechwarper do. (You may have doubts about Mysterious Challenger. But I don't think the fault of Secret Paladin being OP should be attributed to it. In fact, Mysterious Challenger is still in standard in the year of Kraken but no one plays it at all)
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
I personally don't believe that Joust was a highly pushed mechanic, just like really Dragon decks didn't come out of just BRM. The issue is without the Joust keyword the mechanic is so limiting that they never brought it back or supported it after TGT. Same with Inspire, and we ended up with TGT being the worst expansion.
I don't think TGT is a bad expansion. It's better than GVG and MSG, where aggro decks dominated the meta after the release of the expansion. TGT was an expansion where Blizzard started to push new deck archetypes via class cards. Discard Warlock, Lock and Load Hunter, Taunt Warrior, Secret Paladin and so on. It was only because they were too cautious about balance that most of the cards become unplayable. But being cautious is better than being radical; at least underpowered cards don't ruin the game as STB and Mechwarper do. (You may have doubts about Mysterious Challenger. But I don't think the fault of Secret Paladin being OP should be attributed to it. In fact, Mysterious Challenger is still in standard in the year of Kraken but no one plays it at all)
I think he meant 'worst' in terms of power, not design. I personally loved TGT, even though most of the cards were bad. The Inspire mechanic is one of my favourites (for no good reason).
I personally don't believe that Joust was a highly pushed mechanic, just like really Dragon decks didn't come out of just BRM. The issue is without the Joust keyword the mechanic is so limiting that they never brought it back or supported it after TGT. Same with Inspire, and we ended up with TGT being the worst expansion.
I don't think TGT is a bad expansion. It's better than GVG and MSG, where aggro decks dominated the meta after the release of the expansion. TGT was an expansion where Blizzard started to push new deck archetypes via class cards. Discard Warlock, Lock and Load Hunter, Taunt Warrior, Secret Paladin and so on. It was only because they were too cautious about balance that most of the cards become unplayable. But being cautious is better than being radical; at least underpowered cards don't ruin the game as STB and Mechwarper do. (You may have doubts about Mysterious Challenger. But I don't think the fault of Secret Paladin being OP should be attributed to it. In fact, Mysterious Challenger is still in standard in the year of Kraken but no one plays it at all)
Oh, yeah I shouldn't have put it the way I put it. I don't think TGT is really that bad. Its an expansion about long term value and tried to make make more control decks viable. They did a great job trying to create new deck archtypes, the execution just faultered heavily. Partly because they were conservative with the late game and partly because they did a horrible job predicting the meta. It wasn't until TGT that they realised they had to create Standard to prevent their past mistakes from ruining things. Regrettably they have continued to make those sorts of mistakes and makes really powerful cheap cards and only moderately powerful mid to lategame cards.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Some feedback now, then I'll post my updated cards soon.
@Aelxer
One thing I've noticed about your class so far is that it is very complex. 5 of your cards for this set have 4 lines of text. Divination has 3 numbers in parenthesis, Wormhole Technician has lots of working to ignore a specific card's effect. It's rather complicated. You also have a significant number of spells. These aren't necessarily bad things, just something I'd watch. You don't want to turn people away with being overly complex.
As for individual cards: Bronze Watcher (1) 1/3 sounds great. It's hard to ramp it hard early game unless you have significant cheap card draw. Although if you are worried about too much card draw, (2) 1/3 or (2) 1/4 could work. This is a great card, simple and different.
Slow Motion - I agree with Nurgling about this one. It's got too much going on. Increasing enemy card cost is a good idea (I've got 2 ideas for it as well) but keeping it temporary will keep it balanced. Maybe it affects 1 spell, or lasts a single turn.
Haunting Memories - Not sure about the BRM flavor, but its a cool card. For art, I'd suggest this. Google 'Magic the Gathering Absent Minds.' It's a pic I'm using in my WotOG set.
Echoed Explosion - Agree with Nurgling on the wording. It's more consistent.
Divination - There has to be a better way to word this. Maybe just drop the Latent part. Otherwise I like it.
Temporal Echo - Like me, you are being careful about what cards are in the set so you can't go ham and replay damage / healing over and over and over. That's good. Just remember that this is in the set.
Preserve the Timeline - I remember some of your previous cards, and I don't really like this in a class that has healing. It also has no counter besidesCounterspell, whereas at least Secrets can be stolen or destroyed.
Azure Ally - This is scary. For the same reasons as Temporal Echo, but moreso. Start the game with it, cast 10 spells, drop it late game with a single face damaging spell and win. Or clear the board with it and a super cheap aoe. And god forbid Mage or Druid or Rogue get anywhere near this thing.
Kairoz - This is clever. It's a minion but it can be a spell. It defines the TGT's theme of crazy legendaries. However, does your class really need more card draw? That's for you to decide.
Injured Guardian, Wandering Time Traveler, Wormhole Technician - Cool cards. Good ramp. Wormhole Technician is very wordy, but I like the idea.
@nurgling13
Your collection has been very interesting. Like Aelxer, I worried that your cards, with your dual hero power idea, would be too complex. But your themes have been clear and focused. Some cards have a lot of text but are full of flavor.
Krennan Aranas - My biggest worry about your class is when you want to play a specific card, but have to change your hero power. Your cards are powerful, but if you need to be Worgen and don't have the extra mana, you either have to wait or limit your potential. This card is a perfect solution. I love it. It works for other classes if they get it, but it's a beautiful card if you need to swap specs quickly.
Winter Hunt - I'm glad that Alpine Wolves' effect has a purpose! The first version looks weak, but compare it to Call in the Finishers. Synergies aside, its two 2/2s for 4 vs four 1/1s for 4. AoE freeze is strong. The second should probably cost 6. I'm voting for the first. Great idea overall.
Flank vs Pep Talk - Flank is a better Commanding Shout (except times you want to take damage). Pep Talk is slow, as someone else said. Flank also has better flavor, so go with that or buff Pep Talk.
I don't have much to say about the rest. Honestly, they are all solid cards. Good balance of minions and spells. Standouts for me are Scorched Earth (Scorched Azeroth?), Prepare for Combat, and Grizzled Weaponmaster.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Some feedback now, then I'll post my updated cards soon.
@Aelxer
One thing I've noticed about your class so far is that it is very complex. 5 of your cards for this set have 4 lines of text. Divination has 3 numbers in parenthesis, Wormhole Technician has lots of working to ignore a specific card's effect. It's rather complicated. You also have a significant number of spells. These aren't necessarily bad things, just something I'd watch. You don't want to turn people away with being overly complex.
As for individual cards: Bronze Watcher (1) 1/3 sounds great. It's hard to ramp it hard early game unless you have significant cheap card draw. Although if you are worried about too much card draw, (2) 1/3 or (2) 1/4 could work. This is a great card, simple and different.
Slow Motion - I agree with Nurgling about this one. It's got too much going on. Increasing enemy card cost is a good idea (I've got 2 ideas for it as well) but keeping it temporary will keep it balanced. Maybe it affects 1 spell, or lasts a single turn.
Haunting Memories - Not sure about the BRM flavor, but its a cool card. For art, I'd suggest this. Google 'Magic the Gathering Absent Minds.' It's a pic I'm using in my WotOG set.
Echoed Explosion - Agree with Nurgling on the wording. It's more consistent.
Divination - There has to be a better way to word this. Maybe just drop the Latent part. Otherwise I like it.
Temporal Echo - Like me, you are being careful about what cards are in the set so you can't go ham and replay damage / healing over and over and over. That's good. Just remember that this is in the set.
Preserve the Timeline - I remember some of your previous cards, and I don't really like this in a class that has healing. It also has no counter besidesCounterspell, whereas at least Secrets can be stolen or destroyed.
Azure Ally - This is scary. For the same reasons as Temporal Echo, but moreso. Start the game with it, cast 10 spells, drop it late game with a single face damaging spell and win. Or clear the board with it and a super cheap aoe. And god forbid Mage or Druid or Rogue get anywhere near this thing.
Kairoz - This is clever. It's a minion but it can be a spell. It defines the TGT's theme of crazy legendaries. However, does your class really need more card draw? That's for you to decide.
Injured Guardian, Wandering Time Traveler, Wormhole Technician - Cool cards. Good ramp. Wormhole Technician is very wordy, but I like the idea.
@nurgling13
Your collection has been very interesting. Like Aelxer, I worried that your cards, with your dual hero power idea, would be too complex. But your themes have been clear and focused. Some cards have a lot of text but are full of flavor.
Krennan Aranas - My biggest worry about your class is when you want to play a specific card, but have to change your hero power. Your cards are powerful, but if you need to be Worgen and don't have the extra mana, you either have to wait or limit your potential. This card is a perfect solution. I love it. It works for other classes if they get it, but it's a beautiful card if you need to swap specs quickly.
Winter Hunt - I'm glad that Alpine Wolves' effect has a purpose! The first version looks weak, but compare it to Call in the Finishers. Synergies aside, its two 2/2s for 4 vs four 1/1s for 4. AoE freeze is strong. The second should probably cost 6. I'm voting for the first. Great idea overall.
Flank vs Pep Talk - Flank is a better Commanding Shout (except times you want to take damage). Pep Talk is slow, as someone else said. Flank also has better flavor, so go with that or buff Pep Talk.
I don't have much to say about the rest. Honestly, they are all solid cards. Good balance of minions and spells. Standouts for me are Scorched Earth (Scorched Azeroth?), Prepare for Combat, and Grizzled Weaponmaster.
I suppose one of the drawbacks of the cards I like to make is that some are overly wordy, even if the effects are simple. As for the spells vs minions thing, I guess I wasn't paying too much attention to that and maybe I should have, but I don't think the difference is too big too be worrying.
Bronze Watcher: I suppose the card draw doesn't kick in so early that I should worry about it, so I'll guess I'll stick to the 1/3 for 1.
Slow Motion: I changed it so it would be a temporary increase, but I wanted it to hit at least one card with the effect, so this is what I came up with (second attempt).
I posted it above but just in case you missed it.
Haunting Memories: Thanks for the artwork, I really appreciate it (it's pretty neat).
Echoed Explosion: Changed the wording:
Divination: The classic set was rather lacking in Latent cards in comparison with other classes' keywords, so I might have overcompensated here. Not that there's that many Latent effects still. What about this one?
I removed the Latent and split the difference in cost. This way it's also no longer awkward on the curve.
Temporal Echo: My only healing spell anti-synergizes with this one since the healing ramps up while it's in the hand so this turning into that would reset its counter, making it much weaker. As for damage, I only have one single and rather weak spell that can go face, and the rest can only target minions. Mostly I expect this would go well with Incoming Meteor since it has its own Latent counter, or other non-damaging spells.
Preserve the Timeline: I made it more expensive than Ice Block because it cannot be countered (even though there's no uncertainty about it, unlike with Ice Block). Still, I think I'll just scrap this one.
Azure Ally: I hadn't though about other classes getting their hands on this, that was an oversight. Also, I'll agree that this can ramp up way too fast, so I changed it to significally slow it down (I hope). What about this version?
Again I posted it above, but just in case.
Kairoz: I would be worried about 'more card draw' if I thought it could lead to a 'being too OP' situation, but when I think about it, I cannot help but be reminded of warlock (since Life Tap is the closest thing to my hero power). Warlock pretty much runs no card draw and relies solely on its hero power (and maybe Mortal Coil sometimes). When Doom was released, it was completely useless for Warlock (even though it could've been great in other classes), since there is such a thing as 'too much card draw' but only in detriment of the deck that runs it. I think it will mostly be a balancing act on how much card draw you should run without it actually becoming a disadvantage, so I'm fine with the class having more card draw options so long as they don't threaten to make the class OP. Now I might be completely mistaken here and if I am do let me know, but that's my impression.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
So my set has had a few updates since I last posted it. I've got a couple questions. First, I'm rethinking the Legendary.
The first one is great for combos and pulling minions out of your deck. Great when you copy minions. It might be OP. The 2nd one is arguably more balanced while being a good early game legendary. This also helps my problem of having way too many Battlecry minions.
If I swap the Legendary, I'll also replace my Slow spell. Actually, I might do that anyway.
Ignore the rarity for now. Slow is a cool card, but its redundant with the 2nd Soridormi. Divergence is Convert + Echo of Medivh on sterioids. Its slow, but very strong for slow matches.
The rest of the set. Rarities are likely to be changed.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3.
Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me.
Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it.
BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3.
Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me.
Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it.
BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
Azure Ally: I'll reduce it, then. I just wanted to err on the side of caution for the first draft so that it was clear it could be balanced.
Wormhole Technician: I guess the problem would be that Unstable Wormhole is one of the few Latent cards that have a disadvantage for triggering their Latent effects, so it would be a bad thing to give this card a blanket effect that only benefited a few cards and made the rest worse. Besides, the flavor is that she's an specialist in Wormholes, not any kind of Latent effects. That's what I have Soridormi for (which would kinda be the opposite of the effect you suggested). I have to admit that I would feel awkward about the first part of the effect if it the card didn't also have the second part of the effect too. That effect would feel off if it only targeted a single card that you don't have any way to create more copies of. Which in my opinion makes it feel like the opposite of forced: the second effect comes naturally to support the first one (which isn't part of the challenge) and not just because of the challenge itself. I also just tried the wording you suggested and it ended up taking more space than the current one >.>
Slow Motion: Giving up on the current version, came up with 2 new ones:
I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.
As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).
Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?
Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.
Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.
Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.
Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3.
Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me.
Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it.
BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
Azure Ally: I'll reduce it, then. I just wanted to err on the side of caution for the first draft so that it was clear it could be balanced.
Wormhole Technician: I guess the problem would be that Unstable Wormhole is one of the few Latent cards that have a disadvantage for triggering their Latent effects, so it would be a bad thing to give this card a blanket effect that only benefited a few cards and made the rest worse. Besides, the flavor is that she's an specialist in Wormholes, not any kind of Latent effects. That's what I have Soridormi for (which would kinda be the opposite of the effect you suggested). I have to admit that I would feel awkward about the first part of the effect if it the card didn't also have the second part of the effect too. That effect would feel off if it only targeted a single card that you don't have any way to create more copies of. Which in my opinion makes it feel like the opposite of forced: the second effect comes naturally to support the first one (which isn't part of the challenge) and not just because of the challenge itself. I also just tried the wording you suggested and it ended up taking more space than the current one >.>
Slow Motion: Giving up on the current version, came up with 2 new ones:
I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.
As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).
Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?
Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.
Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.
Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.
Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.
I think those are both really good ideas for Slow Motion. I would probably go with the first one because the effect is more interesting.
Heated Brawler - It doesn't do the AOE damage if you attack face with it, so that you don't get a free attack. You have to run it into a minion. I purposefully designed it so it would be weak by default because it can gain a lot of power from buffs.
Grizzled Weaponmaster - I wanted this to be a quirky niche effect. It wouldn't make a lot of sense most of the time, but it would synergize well with cards like Captain Greenskin. I think it's balanced precisely because I don't have anything with a high Durability. This effect on a Doomhammer would be crazy. I figured some Control might use it as a tech card against Aggro, where you'd rather have a 2/4 weapon than a 4/2. Do you think it needs a stat buff, though?
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
Bronze Watcher: 1 point for the 1 mana 1/3 then. I'm just scared about this one scaling much faster than Mana Wyrm or Tunnel Trogg, tbh.
Slow Motion: I'll agree that this is bad for 10 mana spells, and rewording it to exempt them would just make it way too wordy than it already is. What about this?
I tried to make the wording as clear as possible here. The idea is that the effect doesn't run out until the enemy plays a spell, and then it still goes on for the rest of that turn.
Haunted Memories: While I agree that none of the other cards with the effect are useless when no minions die, it's not like there are no cards that are useless topdecks when certain conditions are not met. Using Pilfered Power or Echo of Medivh on an empty board would be just as useless. I could change the cost to 2 I suppose, so that you can get at least 1 mana from it at worst, but then it ramps rather quickly with only two death, and making it cost more (while keeping the mana gain higher so that it doesn't 'do nothing') would just make it all the more powerful when a bunch of minions do die.
Injured Guardian: I haven't made up my mind about which cards I'll show besides the obligatory ones, so I'll keep it in mind. Still though, I myself find the effect a remnant of the original design where it had Latent on top of it so the hold a dragon was a safeguard of sorts. Right now, the effect could be easily substituted with 'If you're holding a Dragon gain +3 Health' and have the body be a 3/1. There would be a difference, I admit, in that the current version can be healed up and cannnot be silenced, as opposed to the 'standard' version.
Echoed Explosion: Thanks for the wording suggestion, Fist of Jaraxxus totally slipped my mind when trying to word the effect. As for the balance, I don't really mind if it's a bit on the weak side.
Wandering Time Traveler: I don't really expect this one to survive the turn as it is, to be honest. The earliest you can guarantee to trigger its effect is turn 5, and by then it's not as valuable as earlier on (and even more likelier to get killed, if that's even possible). I could make its Attack 1, its Health 3 or it cost 4, I suppose, but I'm not sure if this warrants it.
Wormhole Technician: It doesn't really need to cancel out a part of the basic card to work, that's just a plus that really only matters on Unstable Wormholes you were already holding when you played it, since the ones it gives you will most likely not get hindered by the side effect. I also don't see how cancelling a negative effect from Unstable Wormhole is a bad thing anyway. I actually first thought of the first effect, and the second one went in because of the challenge.
Temporal Echo: I agree that this is kind of a dangerous card, but can you share what you have in mind when you say cheap combos? I'd really like to know, since I don't intend to make cards that damage the face , but I might be missing something here that would be too strong and isn't face damage.
Preserve the Timeline: I already have a card that gives Immunity for a single turn in the Classic Set (Frozen in Time), and Ice Block is just as much a get out of jail free card as this one is. The difference between my class and mage though, is that, as I've said before, my class doesn't have access to the burn mage has, so it cannot abuse the extra turn as much as mage can. Also, to compensate for the fact that unlike Ice Block, this cannot be countered by secret destruction, I made it cost 2 more than Ice Block for pretty much the same effect. I could just remove this one, but I cannot think of a way to rework it without making it too much like Frozen in Time.
Kairoz: I wanted to have the legendary have a recurrent effect, honestly. At any rate, the card draw is actually rather slow since once you play it you have to draw it again first and then wait 2 turns before getting to play it again. At this point, I'm more worried about fatigue really. The problem this brings to mind, though, is that my hero power counters fatigue (if you don't play the token) indefinitely. I don't mind if there's a card that does it (Jade Idol is a thing after all), but I might have to change my hero power so that it cannot simply counter fatigue forever.
Also, I somehow managed to misplace a card I had made earlier for TGT, but now I'm all out of room for it, and I really liked it:
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
Slow Motion - This wording sounds really convoluted. I get what you're trying to do, but the complicated way you have to word it detracts from the card. I don't think there's a good way to word the effect as it is now.
Wormhole Technician - I dislike it because it looks like you had to force the effect to meet the challenge. Like, if this were a real card, you wouldn't have it cancel out part of Unstable Wormhole. You would just have created a new token that does what exactly you want, without the Latent effect. You should create a card that more naturally meets the challenge.
Temperal Echo - I don't have anything particular in mind. It was more just a warning that having this could constrain what you can make in the future.
Preserve the Timeline - I don't think it's a good idea to have more than one Immunity card for your hero. Burn spells aren't the only way to use up that extra turn. Especially since you can combine this with Reno. It takes the risk out of both waiting to play Reno and your equivalent to Ice Block.
Azure Ally - Cards that do stuff in your hand are very powerful, because your opponent can't counter them. Gaining multiple Spell Damage is extremely powerful. You can turn this into a cheaper Malygos over the course of the game. Or, like, double Malygos. Definitely don't include this one.
Slow Motion: I'm going to make one more attempt to reword it before giving up on this version. The effect is supposed to be the exact same as the last one:
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
Slow Motion - The wording is better, but still confusing. It's not clear if the cost increase happens each turn until you cast a spell or if the cost reduction in kicks in as soon as a spell is cast. I think you should probably just scrap this idea, since it's so hard to word it in a clear way.
Wormhole Technician - I get where you're coming from here, but I'm trying to say how it looks like when I read this, and how other people will see the effect in the final poll when they see it. Just take into account that people may think you're kinda forcing the card to fit the challenge. Maybe it's just me, though. It's got good flavor, I just think there's a simpler way to tie the cards together that might read better.
Azure Ally - I think what you would need to do is put a cap on the amount of Spell Damage it can gain to balance it. I think you should go with the other card, though.
Azure Ally: This is exactly the kind of input I'm looking for, so thank you very much for it. What do you think of this version?
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
Azure Ally - I think that's the right idea. I think you could reduce the number of spells from 5 to 4 or maybe 3.
Wormhole Technician - I think part of it is the wording is kinda awkward. If you made the effect something like "Latent effects take an extra turn to trigger" or something, there would be less clutter in the text. Referring to specific text on a specific card is it what makes it feel awkward for me. If no one else has said the wording is awkward, though, this may just be me.
Slow Motion - Unfortunately, I haven't been able to come up with any good way to word it.
BTW, any thoughts on my set? Or, at least, on the main dilemmas I have in the two spoilers at the bottom of my post?
Azure Ally: I'll reduce it, then. I just wanted to err on the side of caution for the first draft so that it was clear it could be balanced.
Wormhole Technician: I guess the problem would be that Unstable Wormhole is one of the few Latent cards that have a disadvantage for triggering their Latent effects, so it would be a bad thing to give this card a blanket effect that only benefited a few cards and made the rest worse. Besides, the flavor is that she's an specialist in Wormholes, not any kind of Latent effects. That's what I have Soridormi for (which would kinda be the opposite of the effect you suggested). I have to admit that I would feel awkward about the first part of the effect if it the card didn't also have the second part of the effect too. That effect would feel off if it only targeted a single card that you don't have any way to create more copies of. Which in my opinion makes it feel like the opposite of forced: the second effect comes naturally to support the first one (which isn't part of the challenge) and not just because of the challenge itself. I also just tried the wording you suggested and it ended up taking more space than the current one >.>
Slow Motion: Giving up on the current version, came up with 2 new ones:
I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.
As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).
Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?
Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.
Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.
Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.
Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.
I think those are both really good ideas for Slow Motion. I would probably go with the first one because the effect is more interesting.
Heated Brawler - It doesn't do the AOE damage if you attack face with it, so that you don't get a free attack. You have to run it into a minion. I purposefully designed it so it would be weak by default because it can gain a lot of power from buffs.
Grizzled Weaponmaster - I wanted this to be a quirky niche effect. It wouldn't make a lot of sense most of the time, but it would synergize well with cards like Captain Greenskin. I think it's balanced precisely because I don't have anything with a high Durability. This effect on a Doomhammer would be crazy. I figured some Control might use it as a tech card against Aggro, where you'd rather have a 2/4 weapon than a 4/2. Do you think it needs a stat buff, though?
I was so sure you wouldn't like the first version. Mostly because I though the wording on the last sentence was rather vague as to when you get the card back (even though it's clear you'd get it at the end of your opponent's turn/start of yours which is when you know whether your opponent played any spells in the first place), and also it's implied that the spells your opponent doesn't play happens during their next turn. All those thing I wanted to include, but I couldn't add a single extra word without the card looking horrible. If you who complained my earlier versions were ambiguous think this one is fine, then I'll go for the first version.
Heated Brawler: I guess I didn't take into account buffs when I evaluated this, but if your opponent has a big enough board, only significant buffs would make a difference since, say your opponent has 7 minions and you attack one. At 3 Attack, you deal 1 damage to each. Until you get past 8 attack you don't deal more than 1 damage to each. Now, against smaller boards this wouldn't be so significant, but I think the main power from this card comes from the fact that it's rounding up the damage (since from 8 to 9 you'd be doubling the damage you deatl in the previous scenario).
Grizzled Weaponmaster: Funny thing about this one, when I first read the effect I totally skipped the Battlecry part and thought it was an Inspire effect. I think as an Inspire effect it might be slightly stronger (while admittedly slower right off the bat) but it could ramp up the value little by little while in Worgen form. The main problem I see with that is that Worgen form itself is tied to the hero power so maybe it would just make it awkward. As for the stats, I think it's fine as it is, though I would worry about them it it was an Inspire effect. As an anti aggro tech I suppose it works as is, though 2/4 weapon and aggro sounds rather painful.
So my set has had a few updates since I last posted it. I've got a couple questions. First, I'm rethinking the Legendary.
The first one is great for combos and pulling minions out of your deck. Great when you copy minions. It might be OP. The 2nd one is arguably more balanced while being a good early game legendary. This also helps my problem of having way too many Battlecry minions.
If I swap the Legendary, I'll also replace my Slow spell. Actually, I might do that anyway.
Ignore the rarity for now. Slow is a cool card, but its redundant with the 2nd Soridormi. Divergence is Convert + Echo of Medivh on sterioids. Its slow, but very strong for slow matches.
The rest of the set. Rarities are likely to be changed.
Soridormi: I like the second version better. The first one is an (admittedly cheaper) Faceless Manipulator that doesn't work on Legendaries and can thin your deck. I suppose in a class like OBoily's with the whole Cult thing and shuffling copies into the deck it would be more interesting, but as it is I think the second one is better.
Slow: I think it might be a little weak in its current incarnation, but if you're gonna get rid of it then there's not much more to say.
Divergence: I'm not convinced this is strong enough either, at least for its cost. I used to play Echo Mage (prenerf Molten Giant + Echo of Medivh) and one thing you always had in mind with it was Echo of Medivh filling your hand (and sometimes even missing a copy because there was no room). I think this would suffer the same problem, but doubly so, and it would be worse even because it costs so much. I don't have any suggestions off the top of my head, but it's something to keep in mind.
Perpetual Flame: I love this one, but maybe that's just because it's so similar to what I'm working on.
Chromatic Prototype: I think this is fine, if maybe a little bland, but I have to ask. Where do you get so much cool art for your class? I've been managing to make do with what I've found, but when I look at your cards I cannot help but think your art is so much better (given that our classes are rather similar flavor-wise).
Timewalker's Oath: Once upon a time there was Fade, which did the exact same thing plus draw a card for 2 mana. It got removed. I'm not sure if it was deemed too strong or too weak, but it's something to keep in mind.
Time Keeper: Time Keeper + Time Keeper + Garrison Commander + Emperor Thaurissan= 10 damage + GG control match. I don't think this is unbalanced, but it is rather scary.
Bronze Drake: Except for potential Leeroy shenanigans, this is good, but nobody's safe from Leeroy shenanigans anyway and this isn't even close to the worst offender.
Time-Lost Proto-Drake: Can't believe I didn't think of using this minion myself (with a different effect, clearly). I love your effect though, it's pretty neat.
Destined Champion: I like the effect conceptually, but it kinda feels like wasted effort on a mechanic there's so little of. Most of the time a vanilla 7/6 for 6 isn't something you'd play, and Joust decks aren't really a thing, I don't think. The effect itself is awesome, but in context it's rather weak.
Run Out the Clock: I myself don't like messing with game timers much, but balance wise I think it's fine. Though it's always rather hard to quantify how much this kind of effect is worth.
Timewalker Valiant: While I like the effect, I think it ended up being rather wordy. If it were a Deathrattle, it would pretty much be the same thing as the Skeleton Knight. Even with Destined Champion (or maybe because of it), you're not guaranteed to win all Jousts, and this still costs mana to play even then, so maybe it would still not be OP if you got the copy right away instead of at the end of the turn. These are all suggestions shrink the wording mostly, so if you think they're unbalanced you might as well keep the wording as is.
So, I got a lot of feedback that my Pep Talk card was too weak. I came up with some ways to improve it:
These first two are the obvious options. On the left, I cut it's cost to 2 from 3. On the right, I just buffed the Inspire effect.
For these, I added new effects. I could give you a free hero power so that you immediately get a buff, or I could tack on a heal. Which of these 4 is the best option? Maybe I should call it Inspiring Speech? And do you prefer it to my other card, Flank:
So, I got a lot of feedback that my Pep Talk card was too weak. I came up with some ways to improve it:
These first two are the obvious options. On the left, I cut it's cost to 2 from 3. On the right, I just buffed the Inspire effect.
For these, I added new effects. I could give you a free hero power so that you immediately get a buff, or I could tack on a heal. Which of these 4 is the best option? Maybe I should call it Inspiring Speech? And do you prefer it to my other card, Flank:
I feel that Pep Talk is just too similar to Mukla's Champion .Yes I know there's difference on whether that minion survives, but it's still a bit uncomfortable to me since your card is Epic and thus should have more creative effects than common or rare ones. I'd recommend you make another card.
So my set has had a few updates since I last posted it. I've got a couple questions. First, I'm rethinking the Legendary.
The first one is great for combos and pulling minions out of your deck. Great when you copy minions. It might be OP. The 2nd one is arguably more balanced while being a good early game legendary. This also helps my problem of having way too many Battlecry minions.
If I swap the Legendary, I'll also replace my Slow spell. Actually, I might do that anyway.
Ignore the rarity for now. Slow is a cool card, but its redundant with the 2nd Soridormi. Divergence is Convert + Echo of Medivh on sterioids. Its slow, but very strong for slow matches.
The rest of the set. Rarities are likely to be changed.
I think it's the right choice to replace the old legendary with the new one. By the way, which ones among them are your example cards? I feel Divergence might be the one which is most suitable for the poll.
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Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
THERE IS NO GAME.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
THERE IS NO GAME.
I could take out Preserve the Timeline or Temporal Echo if they prove to be too bad, but as of now I'm undecided and would like a second opinion on this one.
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.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Some feedback now, then I'll post my updated cards soon.
@Aelxer
One thing I've noticed about your class so far is that it is very complex. 5 of your cards for this set have 4 lines of text. Divination has 3 numbers in parenthesis, Wormhole Technician has lots of working to ignore a specific card's effect. It's rather complicated. You also have a significant number of spells. These aren't necessarily bad things, just something I'd watch. You don't want to turn people away with being overly complex.
As for individual cards:
Bronze Watcher (1) 1/3 sounds great. It's hard to ramp it hard early game unless you have significant cheap card draw. Although if you are worried about too much card draw, (2) 1/3 or (2) 1/4 could work. This is a great card, simple and different.
Slow Motion - I agree with Nurgling about this one. It's got too much going on. Increasing enemy card cost is a good idea (I've got 2 ideas for it as well) but keeping it temporary will keep it balanced. Maybe it affects 1 spell, or lasts a single turn.
Haunting Memories - Not sure about the BRM flavor, but its a cool card. For art, I'd suggest this. Google 'Magic the Gathering Absent Minds.' It's a pic I'm using in my WotOG set.
Echoed Explosion - Agree with Nurgling on the wording. It's more consistent.
Divination - There has to be a better way to word this. Maybe just drop the Latent part. Otherwise I like it.
Temporal Echo - Like me, you are being careful about what cards are in the set so you can't go ham and replay damage / healing over and over and over. That's good. Just remember that this is in the set.
Preserve the Timeline - I remember some of your previous cards, and I don't really like this in a class that has healing. It also has no counter besidesCounterspell, whereas at least Secrets can be stolen or destroyed.
Azure Ally - This is scary. For the same reasons as Temporal Echo, but moreso. Start the game with it, cast 10 spells, drop it late game with a single face damaging spell and win. Or clear the board with it and a super cheap aoe. And god forbid Mage or Druid or Rogue get anywhere near this thing.
Kairoz - This is clever. It's a minion but it can be a spell. It defines the TGT's theme of crazy legendaries. However, does your class really need more card draw? That's for you to decide.
Injured Guardian, Wandering Time Traveler, Wormhole Technician - Cool cards. Good ramp. Wormhole Technician is very wordy, but I like the idea.
@nurgling13
Your collection has been very interesting. Like Aelxer, I worried that your cards, with your dual hero power idea, would be too complex. But your themes have been clear and focused. Some cards have a lot of text but are full of flavor.
Krennan Aranas - My biggest worry about your class is when you want to play a specific card, but have to change your hero power. Your cards are powerful, but if you need to be Worgen and don't have the extra mana, you either have to wait or limit your potential. This card is a perfect solution. I love it. It works for other classes if they get it, but it's a beautiful card if you need to swap specs quickly.
Winter Hunt - I'm glad that Alpine Wolves' effect has a purpose! The first version looks weak, but compare it to Call in the Finishers. Synergies aside, its two 2/2s for 4 vs four 1/1s for 4. AoE freeze is strong. The second should probably cost 6. I'm voting for the first. Great idea overall.
Flank vs Pep Talk - Flank is a better Commanding Shout (except times you want to take damage). Pep Talk is slow, as someone else said. Flank also has better flavor, so go with that or buff Pep Talk.
I don't have much to say about the rest. Honestly, they are all solid cards. Good balance of minions and spells. Standouts for me are Scorched Earth (Scorched Azeroth?), Prepare for Combat, and Grizzled Weaponmaster.
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
Wormhole Technician: I'm not sure we're seeing the same thing on this one. You're somehow making it sound like the first part of the effect is necessary to meet the challenge, while most of the time it won't even affect the Unstable Wormholes generated by the card. The first part is more like a bonus that buffs the Unstable Wormholes that you added to your deck naturally, and it wouldn't really make sense as a standalone effect, in my opinion, since then you would have a card that only affected one card of your class (2 copies on the deck, tops).
Temporal Echo: I'm hoping I won' have a card in the future that will create problems with this one, but I don't intend to make this one an example card, so I can get away with retroactively changing this card if a problem card does come up later.
Preserve the Timeline: I was actually a little trepidant about the double Immunity, which was why I originally made this card cost 10 so it would've been stupid to play both on the same deck. Then it was pointed out to me this was a severely underpower Ice Block. I'm not gonna claim to be able to predict what kind of decks the class would be best in (except it's oriented towards control), but I didn't really visualize Reno decks working too well. Maybe I'm plain wrong. I'll probably mark this one as a failure and get rid of it.
Azure Ally: I expect that this one would really be that strong except in strengthening aoe (of which I only have 2 and one of them also hits my own board) and damage removal, but I suppose the ramping is still rather fast. What about this slower version?
This way it can only get Spell Damage once per turn which will considerably slow it down in comparison to the original.
I posted it above but just in case you missed it.
Haunting Memories: Thanks for the artwork, I really appreciate it (it's pretty neat).
Echoed Explosion: Changed the wording:
Divination: The classic set was rather lacking in Latent cards in comparison with other classes' keywords, so I might have overcompensated here. Not that there's that many Latent effects still. What about this one?
I removed the Latent and split the difference in cost. This way it's also no longer awkward on the curve.
Temporal Echo: My only healing spell anti-synergizes with this one since the healing ramps up while it's in the hand so this turning into that would reset its counter, making it much weaker. As for damage, I only have one single and rather weak spell that can go face, and the rest can only target minions. Mostly I expect this would go well with Incoming Meteor since it has its own Latent counter, or other non-damaging spells.
Preserve the Timeline: I made it more expensive than Ice Block because it cannot be countered (even though there's no uncertainty about it, unlike with Ice Block). Still, I think I'll just scrap this one.
Azure Ally: I hadn't though about other classes getting their hands on this, that was an oversight. Also, I'll agree that this can ramp up way too fast, so I changed it to significally slow it down (I hope). What about this version?
Again I posted it above, but just in case.
Kairoz: I would be worried about 'more card draw' if I thought it could lead to a 'being too OP' situation, but when I think about it, I cannot help but be reminded of warlock (since Life Tap is the closest thing to my hero power). Warlock pretty much runs no card draw and relies solely on its hero power (and maybe Mortal Coil sometimes). When Doom was released, it was completely useless for Warlock (even though it could've been great in other classes), since there is such a thing as 'too much card draw' but only in detriment of the deck that runs it. I think it will mostly be a balancing act on how much card draw you should run without it actually becoming a disadvantage, so I'm fine with the class having more card draw options so long as they don't threaten to make the class OP. Now I might be completely mistaken here and if I am do let me know, but that's my impression.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So my set has had a few updates since I last posted it. I've got a couple questions. First, I'm rethinking the Legendary.
The first one is great for combos and pulling minions out of your deck. Great when you copy minions. It might be OP. The 2nd one is arguably more balanced while being a good early game legendary. This also helps my problem of having way too many Battlecry minions.
If I swap the Legendary, I'll also replace my Slow spell. Actually, I might do that anyway.
Ignore the rarity for now. Slow is a cool card, but its redundant with the 2nd Soridormi. Divergence is Convert + Echo of Medivh on sterioids. Its slow, but very strong for slow matches.
The rest of the set. Rarities are likely to be changed.
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
It's significantly weaker than the other versions, but if it ends up being too weak I can always adjust the numbers. The important thing here I think is the new effect structure.
Wormhole Technician: I mean, I could change it to keep only the second part of the effect and most of the time nobody would be able to tell the difference, but the idea I had was mostly that Wormhole Technician is the expert on Wormholes, so while she's up she can make sure Wormholes don't destabilize and create new ones. I don't see how it feels forced though, but you make it seem like I'm missing something obvious.
Slow Motion: Don't you have any inspiring suggestion like with Azure Ally? I guess I'll have to change this one if not.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'm 90% sure you'll dislike the 1st one, but I had to try it. It's the spiritual successor of the last version I suppose, but you have to keep paying for it to maintain the effect. The second one is more straightforward, I guess. I could adjust the wording if that's not clear enough, but I don't think there's much room for confusion. Let me know which one you like best.
As for your post, I must have missed it (despite or maybe because it's the first post of the page), but I think I have some input (hopefully useful).
Heated Brawler: If I understand it correctly this will always deal at least 1 damage to all enemies, right? I don't personally like rounded up effects much, but regardless, it kinda feels like most of the time this would be rather weak. Maybe it's just me?
Scorched Earth: If just because the name and the art, my first thought was to make it cheaper and tie the second effect to 'holding a Dragon', but looking at your set that doesn't really seem like a good idea. Still, I think making it cheaper and tying the second effect to some condition (Human/Worgen) would be the way to go.
Grizzled Weaponmaster: Maybe I'm missing something but I feel like most of the time this would be a rather weak effect, even the the Worgen bonus. Most of your weapons have low durabilities and if you've used them even once you'd end up with a 1/2 Attack weapon with higher durability, and there's a reason Light's Justice isn't played. I only see this being any good with Icy Shortsword or I suppose if you played two Grizzled Weaponmasters in a row while in Worgen, but that seems like a tall order.
Winter Hunt: I'd value a symmetric Frost Nova on a condition as 1 mana worth, plus the two 1 mana wolves, plus 1 mana because it's all in 1 card, I'd say this should be good at 4 mana. If the effect was just Frost Nova without a condition and without freezing your own board, I'd guess I'd value it at 6 or 5.5 mana, but as it is, I feel 4 is good.
Pep Talk: There's also Mark of the Lotus to keep in mind, I think, but given it can become a recurrent effect, I think it's fine as it is. Also, I like the way you used Inspire for this one.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So, I got a lot of feedback that my Pep Talk card was too weak. I came up with some ways to improve it:
These first two are the obvious options. On the left, I cut it's cost to 2 from 3. On the right, I just buffed the Inspire effect.
For these, I added new effects. I could give you a free hero power so that you immediately get a buff, or I could tack on a heal. Which of these 4 is the best option? Maybe I should call it Inspiring Speech? And do you prefer it to my other card, Flank:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
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