Thanks for the feedback! What about Wild Pyromancer, Arcane Explosion, Babbling Book, Spellbender etc,? This current wording also effects your own minions to let the player have more control over completing the quest. Changing it to "Set health to 1" avoids the issue of 0 attack, but Im worried about board-wide effects dominating. Perhaps the effect could only be active when Kassan is actually alive and his health boosted (as opposed to a battlecry).
Ah, I forgot about Wild Pyromancer and Primordial Glyph. My bad. However, I still think that it should at the very least lower the Quest to 15 times as drawing the exact cards you need (Arcane Missiles, Wild Pyromancer, Spell creating cards which are unreliable) is quite difficult compared to the other quests which require a general type of card (e.g. there are more death rattle cards in Priest than "deal 1 damage" in Mage; the Priest quest isn't being played much.)
Remember that the Reward of Quests are bonkers strong like Barnabus the Stomper. However, like Barnabus the Stomper, your effect is very slow, and thus I think making the "setting the attack to 1" permanently might be the best option. Also, an 8/8 is okay compared to Shaman's, Druid's, Hunter's, Priest's and Paladin's quest rewards; all of these rewards don't see play anyways. Effects that only occur when the reward minion is alive is very weak as it is susceptible to hard removal (see Paladin Quest). Of course, this is all assuming the attack reduction occurs AFTER your minions attack.
Bleh, I erased my cards when I did the review. Here you go:
I think Rend is way too strong for 1 mana. If you have a Frothing on board and hit a minion with high health you get a ton of free procs. It's even more ridiculous if, say, you hit one of your own minions with an Armorsmith and a Frothing. You gain a ton of armor and a ton of Frothing procs. It would also be completely broken against Hydra.
Shadowy Apparitions makes it too risky to play deathrattle decks, since an enemy deathrattle priest completely screws you over. In fact, it would screw over most control decks - take paladin for example. Priest can get a free Tyrion and Rag, Lightlord. Overall it's just way too strong.
The wording on Arcane Barrage is confusing, what is it supposed to do?
I compared Rend to Hunter's mark, so I think it's okay to hit an opponent's minion. Especially if they play Hydra. Cause why would you play Hydra. On Frothing, you turn him into a Magma Rager (Yay) and on Armorsmith, you gain a bit over Iron Hide, so it's not that powerful. So I think Rend is balanced enough.
Shadowy Apparations is a bit more useful than Heral Volazj, which is completely useless. However, I understand your whole concern with the "encourage less cool effects" on the card, especially with the whole silence your own minions thing. Should I make it cost 4? (Because the card is only powerful under certain conditions and completely useless otherwise)
Arcane Barrage deals 1 damage to ALL minions. However, for each enemy minion, Arcane Barrage costs one more mana. BUT, Arcane Barrage is played again for each enemy minion. e.g. Your opponent has 2 minions, Arcane Barrage costs 4 (2+2) and it deals 1 damage to all minions 3 times. Compare to Volcanic Potion.
Rend isn't at all comparable to hunter's mark because it can give large buffs to your own minions. And "cause why would you play Hydra" really isn't a good argument, a decent amount of decks run Hydra. And you're talking about worse-case scenarios; if you use it on, say, your own Primordial Drake, you gain 7 attack on your Frothing and 7 armor. If you use it on their drake you still get 7 attack on your frothing. Any way you spin it that card is horrendously overpowered in warrior.
Shadowy Apparitions is just bad design in my opinion, no offense. It's either completely useless or game-breakingly OP. Those kinds of cards shouldn't exist. And especially in Wild with Rag, Sylvanas, Sludge Belcher, Shredders, it could never be balanced.
Barrage is fine balance-wise, but I don't understand making it deal its damage in increments. All that would do is slow down the animation, which we really don't need more of.
Maybe I should just give Spell Barrage spell damage +1...
Also, which decks use Hydra? I'm genuinely unaware of this. I have not seen Hydra in constructed except in Silence Priest...which is well, usually silenced. As for that +7 attack...you're sacrificing 7 Health for 7 attack? If that's the best case scenario, and that isn't exactly the best, cause now ANOTHER minion is freakishly weak. Plus, Frothing Beserker has to last a turn before it can attack. Also, Beserker already usually gets +7 attack from current warrior cards (noticeably the "deal damage to all minions cards). Regardless, should I turn Rend into a 2 mana card? It's kind of like Execute.
So...there goes Shadowy Apparations. Eh, part of the process. Maybe I should bring back my Swordsmanship Tutor idea:
Bleh, I erased my cards when I did the review. Here you go:
Rend is a bit similar to a previous WCDC winner. It was also a 1 mana Warrior card called Rend, and it did one damage, twice. Your concept is different, so I think it would be fine if you changed the name. If you submit this as Rend, though, it will draw attention because of the similarity.
I think Rend (once the name is changed) is the best card here. Shadowy Apparitions just doesn't seem that interesting, and Arcane Barrage seems overly complicated. I'm not 100% sure what it does, actually.
Gotcha, does Frenzy sound like a good replacement for Rend?
Also, should I increase Rene's cost to 2 because of Frothing Beserker and Armorsmith?
Bleh, I erased my cards when I did the review. Here you go:
I think Rend is way too strong for 1 mana. If you have a Frothing on board and hit a minion with high health you get a ton of free procs. It's even more ridiculous if, say, you hit one of your own minions with an Armorsmith and a Frothing. You gain a ton of armor and a ton of Frothing procs. It would also be completely broken against Hydra.
Shadowy Apparitions makes it too risky to play deathrattle decks, since an enemy deathrattle priest completely screws you over. In fact, it would screw over most control decks - take paladin for example. Priest can get a free Tyrion and Rag, Lightlord. Overall it's just way too strong.
The wording on Arcane Barrage is confusing, what is it supposed to do?
I compared Rend to Hunter's mark, so I think it's okay to hit an opponent's minion. Especially if they play Hydra. Cause why would you play Hydra. On Frothing, you turn him into a Magma Rager (Yay) and on Armorsmith, you gain a bit over Iron Hide, so it's not that powerful. So I think Rend is balanced enough.
Shadowy Apparations is a bit more useful than Heral Volazj, which is completely useless. However, I understand your whole concern with the "encourage less cool effects" on the card, especially with the whole silence your own minions thing. Should I make it cost 4? (Because the card is only powerful under certain conditions and completely useless otherwise)
Arcane Barrage deals 1 damage to ALL minions. However, for each enemy minion, Arcane Barrage costs one more mana. BUT, Arcane Barrage is played again for each enemy minion. e.g. Your opponent has 2 minions, Arcane Barrage costs 4 (2+2) and it deals 1 damage to all minions 3 times. Compare to Volcanic Potion.
Rend isn't at all comparable to hunter's mark because it can give large buffs to your own minions. And "cause why would you play Hydra" really isn't a good argument, a decent amount of decks run Hydra. And you're talking about worse-case scenarios; if you use it on, say, your own Primordial Drake, you gain 7 attack on your Frothing and 7 armor. If you use it on their drake you still get 7 attack on your frothing. Any way you spin it that card is horrendously overpowered in warrior.
Shadowy Apparitions is just bad design in my opinion, no offense. It's either completely useless or game-breakingly OP. Those kinds of cards shouldn't exist. And especially in Wild with Rag, Sylvanas, Sludge Belcher, Shredders, it could never be balanced.
Barrage is fine balance-wise, but I don't understand making it deal its damage in increments. All that would do is slow down the animation, which we really don't need more of.
Maybe I should just give Spell Barrage spell damage +1...
Also, which decks use Hydra? I'm genuinely unaware of this. I have not seen Hydra in constructed except in Silence Priest...which is well, usually silenced. As for that +7 attack...you're sacrificing 7 Health for 7 attack? If that's the best case scenario, and that isn't exactly the best, cause now ANOTHER minion is freakishly weak. Plus, Frothing Beserker has to last a turn before it can attack. Also, Beserker already usually gets +7 attack from current warrior cards (noticeably the "deal damage to all minions cards). Regardless, should I turn Rend into a 2 mana card? It's kind of like Execute.
So...there goes Shadowy Apparations. Eh, part of the process. Maybe I should bring back my Swordsmanship Tutor idea:
Some Pirate warriors run Hydra (myself included), and I've seen several token druids run it. Apparently some janky hunters run it. Basically, a lot of aggro decks. 2 mana would be good, though; not so strong that it would be included in every warrior deck, but a good option in control decks.
Swordsmanship tutor is a cool idea, but I think it should have some kind of timer built into it (since it's basically Sword of Justice on a minion). Good design though!
Bleh, I erased my cards when I did the review. Here you go:
Rend is a bit similar to a previous WCDC winner. It was also a 1 mana Warrior card called Rend, and it did one damage, twice. Your concept is different, so I think it would be fine if you changed the name. If you submit this as Rend, though, it will draw attention because of the similarity.
I think Rend (once the name is changed) is the best card here. Shadowy Apparitions just doesn't seem that interesting, and Arcane Barrage seems overly complicated. I'm not 100% sure what it does, actually.
Gotcha, does Frenzy sound like a good replacement for Rend?
Also, should I increase Rene's cost to 2 because of Frothing Beserker and Armorsmith?
Also, does Swordsmanship Tutor (above) look good?
I think Frenzy sounds good. I also think the cost should be 2. I think your comparison to Hunter's Mark is good. The end effect is the same. The problem is all the synergy it has, which has been pointed out. At 1 mana, it probably is too strong, but 2 mana should be balanced.
I think Swordsmanship Tutor isn't anyway nearly as interesting as Rend/Frenzy.
Plated Knuckle (Lathy, page 1): 4 Attack is too much, 3 Attack is perfect.
Ok now my final ideas:
Lunar and Black Arrow are functionnally identical to those I already showed (I changed the art for Lunar).
Boss Mida just to do some crazy stuff like shooting 4 missiles with Greater Arcane Missiles! This is an aura effect, not a permanent one and costs/stats are not affected. However cards in your hand and decks are. Neither are textual numbers (e.g. Divine Spirit won't triple health).
Defensive Hammer (name might change). No, this isn't inspired by Lathy's card. I did it before. I know that weapon that say 'Lose 1 durability when X' are not very original but being original doesn't always pay.
I actually made it cheaper, so now it's a 3 mana 4/1 :P It was suggested by quite a few actually. Another change is, that it can't attack heroes, so I think that helps quite a lot. You still think it's too powerful?
As for your cards... It's 3 PM.. or AM, I'm never sure. It's 3 during the night, so I'll review it tomorrow.
Yeah, the restriction is probably enough. May be the future winner BTW. Still waiting for your review. Tell me If my cards are still not good enough.
Bleh, I erased my cards when I did the review. Here you go:
I agree with the others who mentioned this - Rend is the best option here. I do however feel like "Torture", "Torment" or "Trample" would make for better names. Also it definately needs to cost 2 - it does function similarly to Hunter's Mark, yes, but it has a lot more synergy added on top (The previously mentioned Frothing Berserker and Armorsmith synergy is immense; Grim Patron also does a prett nice job combined with this). Also this takes all but one point of a minion's Health away and Execute does also take all of a minion's Health away except the one point of damage that is needed to damage it in the first place - so by making your card also cost 2 you're creating a neat little symmetry.
For completion's sake: Shadowy Apparitions seems to me like it's failing to achieve what it's trying to do. The only instance where you would get any significant value out of this would be if you're quite significantly behind on board - and getting only a bunch of 1/1s with potentially useful effects sounds like it's not going to do you much good (especially with the big shots like Ragnaros and Sylvanas no longer being available). Arcane Barrage just sounds unnecessarily convoluted in my opinion. Also i think it would actually do a horrible job in crowd control as it would become ridiculously expensive if your opponent is just zooing the board with small stuff - if he actually fills the board with 7 minions you will have a 9 mana nuke for 8 which will probably do massive excessive damage on at least 4-5 of them. It's just not very mana efficient.
Plated Knuckle (Lathy, page 1): 4 Attack is too much, 3 Attack is perfect.
Ok now my final ideas:
Lunar and Black Arrow are functionnally identical to those I already showed (I changed the art for Lunar).
Boss Mida just to do some crazy stuff like shooting 4 missiles with Greater Arcane Missiles! This is an aura effect, not a permanent one and costs/stats are not affected. However cards in your hand and decks are. Neither are textual numbers (e.g. Divine Spirit won't triple health).
Defensive Hammer (name might change). No, this isn't inspired by Lathy's card. I did it before. I know that weapon that say 'Lose 1 durability when X' are not very original but being original doesn't always pay.
I actually made it cheaper, so now it's a 3 mana 4/1 :P It was suggested by quite a few actually. Another change is, that it can't attack heroes, so I think that helps quite a lot. You still think it's too powerful?
As for your cards... It's 3 PM.. or AM, I'm never sure. It's 3 during the night, so I'll review it tomorrow.
Yeah, the restriction is probably enough. May be the future winner BTW. Still waiting for your review. Tell me If my cards are still not good enough.
I'm not sure if I said I didn't like it, but if I did, I'll take it back. I think Black Arrow is great! It's thematically spot on, well balanced and just a cool card. Not going to bother with the others, cause this is by far the best in my opinion.
A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
Bleh, I erased my cards when I did the review. Here you go:
One thing I didn't think about in my feedback before regarding Rend is that, aside from its other synergies, it would break Gurubashi Berserker. If you were to play one and have it survive a turn, you'd get an instant 18+ extra attack for 2 (I'm pretty sure you changed it since this) mana. Then again at least, Warsong Commander wouldn't make it an OTK.
Bleh, I erased my cards when I did the review. Here you go:
One thing I didn't think about in my feedback before regarding Rend is that, aside from its other synergies, it would break Gurubashi Berserker. If you were to play one and have it survive a turn, you'd get an instant 18+ extra attack for 2 (I'm pretty sure you changed it since this) mana. Then again at least, Warsong Commander wouldn't make it an OTK.
True. However, Gurubashi Beserker's Problem isn't that there's enough synergy. It's that it's usually too weak, and it's vulnerable to hard removal. Plus, your opponent has a chance to react. It's like if you put Archmage Anotonidas on the board (who usually makes you WIN the game if your opponent lets him live). Additionally, putting the Beserker is too unreliable as most of the time, it's just a useless minion without the right cards. Even with the right cards, your opponent still has time to react, and the chances of dealing 18 damage is too small for it to see play.
Anyways, I'm almost done creating my card. Your thoughts on which name and art?
I'm not so sure, I actually think it might be a little underpowered. You get heavily discounted removal, but not until turn 8 or so, where mana costs aren't as critical because you're usually just playing the best one or two cards anyway. Compare a discounted doom to an Assassinate, sure it's 4 mana cheaper (and you draw 1 card), but it cant come out until turn 8. It might let you play Doom into an Abyssal Enforcer or something, but that's a specific combo and build you have to go for. Plus by playing him you're forced to go single-target with cards like Felfire Potion, which might not be what you want. You don't get to choose to turn his effect on or off. The value of a single card, and card draw, is pretty high when you're topdecking and forcing a Felfire into Single Target is a serious tradeoff for the mana reduction. You lose out on the splash of 5 damage onto all your opponent's characters for the 5 mana reduction which doesn't even matter unless you've got a specific combo going. Plus if you just play cards without thinking, you'll probably end up with so much spare mana from the effect that it wasn't actually worth it. (E.g. 2x Felfire Potion and ending the turn with 8 mana).
I like it, it makes me think of interesting combos but I'm worried it's ultimately too volatile to see any play,
The key thing here is flexibility. The body itself is a decent 7/7, and you would optimally play it to remove enormous threats without threatening your own board/health, as well as gaining tempo from those plays. Warlock is a very strong class when it comes to indiscriminately destroying stuff, but IF you do need to be more specific with your targets, then that's where you would optimally play this Medivh.
Also, turn 10 Medivh>Felfires>Hellfire>14 damage Kazakus potion (8+6) to the enemy face is also something you could do.
Check out my first WCDC entry, Kalecgos!
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Check out my Worgen Class in the Class Competition
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Also this takes all but one point of a minion's Health away and Execute does also take all of a minion's Health away except the one point of damage that is needed to damage it in the first place - so by making your card also cost 2 you're creating a neat little symmetry.
Shadowy Apparitions seems to me like it's failing to achieve what it's trying to do. The only instance where you would get any significant value out of this would be if you're quite significantly behind on board - and getting only a bunch of 1/1s with potentially useful effects sounds like it's not going to do you much good (especially with the big shots like Ragnaros and Sylvanas no longer being available).
Arcane Barrage just sounds unnecessarily convoluted in my opinion. Also i think it would actually do a horrible job in crowd control as it would become ridiculously expensive if your opponent is just zooing the board with small stuff - if he actually fills the board with 7 minions you will have a 9 mana nuke for 8 which will probably do massive excessive damage on at least 4-5 of them. It's just not very mana efficient.
SoonTM
A card intended for Renolock, when you need to drop some spells without hurting your minions/yourself. Cards like Hellfire and Felfire Potion would deal 3 and 5 damage respectively, and cost 1. Twisting Nether and DOOM! would be 1-mana removal, with draw a card on the latter case.
Kazakus' Potions would only have the discount if you have the "Deal 1/4/8 damage to ALL minions" text, with the other effect tacked onto it. Cards such as the aforementioned Kazakus Potion and Demonwrath would only be able to target minions.
Additionally, it would be an alternate option for a deck that runs these high cost Area of Effect spells, such as a deck with Medivh, the Guardian.
Thoughts?
Worst Case: 5 Mana 1/6
Best Case: 5 Mana 6/11
Worst case is a 5 mana 1/6
Ok, it's a majority for Black Arrow I guess.
@Cogito: As others have said Frenzy for 2 mana is good. Imo you should change the art too.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Yea my bad, typo.
Posted on a very strong page. Hope it won't affect my (well, our) chances.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Check out my first WCDC entry, Kalecgos!
Thoughts?
Was considering making the grell a 1/2, seems a bit broken at the moment in my opinion
Also, turn 10 Medivh>Felfires>Hellfire>14 damage Kazakus potion (8+6) to the enemy face is also something you could do.
I think I posted mine too late...there's too little submissions on my page.
I AM DOOMED I SAY! DOOMED!