The priest card is interesting, though I don't strictly understand the flavor of the card. It almost seems like more of a Warrior card.Card Name
The Druid card is super broken. Your opponent always loses a Mana Crystal and then unless they are pretty far ahead they likely have to kill it meaning you never lose one yourself. If they leave it you still have the advantage of them always losing a Mana Crystal first, so unless they can close the game out it favors you the whole time. And it generates a 2 Mana Crystal advantage for you if they kill it, that's huge.
Water Brigand is cool. though the wording is a bit glutted. I also don't fully get what makes this Rogue-like besides being slightly so mechanically. How does this Water Brigand tie itself to the class? I do think its the most balanced and still has more flavor than the other 2.
Thanks for the feedback guys!
I think I'm gonna make Xavius a 7 mana 4/8. Whattya think? Also, an alternate version that I am contemplating is that Xavius causes your opponent to have mana crystals equal to the number of mana crystals you spent. For example, if you spent 5 mana to play Xavius and then 2 mana for Wrath, your opponent will start with 7 mana (5 + 2). I think that might be more balanced.
The priest legendary's flavour is that once she is attacked, she turns into her "Shadowform" (as she is a Shadow Priest). Thus, her attack is higher and she gains Stealth to represent that Shadowy form. Mechanic-wise, the effect is there so that the Priest legenedary won't straight out die without making use of her Attack buff. Also, you can heal her and buff her while she's Stealthed, so technically you could make her live forever while maker her stronger each time. I thought that she could be particularly useful in buff priest, but people don't really like it. Your thoughts?
Water Brigand fits the rogue identity because 1) a Brigand is a thief in the forest, 2) Thiefs are slippery little fellas, and 3) it steals a class card from a different class but it's a bit different in relation to the usual steal cards (more uniqueness). It was supposed to help Elemental Rogue by acting as a "toolbox" for a number of different situations. Radiant Elemental greatly helps Rogue's combo and spells. Ragnaros, Lightlord or Hot Springs Guardian can act as a healing card (Rogue's lack this). The Tar Elementals and act as a great defence against aggro. Steam Surger helps combo cards. Fire Elemental deals damage if required. I think you get the point.
Do not make Xavius under any circumstances. It is broken in both balance and in player interactions. Never make cards that destroy your opponent's mana crystals. Ever. It doesn't matter if it's symmetric, or even if it's asymmetric in your opponent's favor. Never, ever, ever destroy your opponent's mana crystals.
And think about the balance of this card. What if your opponent can't deal with Xavius right away? A few turns and they can't play anything at all. If Xavius is still out, it doesn't matter that you can't play anything because Xavius is a threat by itself. Increasing the mana cost is not a way to fix this. You can always get it out earlier with mana acceleration and/or Innervates. And it's just a bad, bad effect to make in the first place. There is no way this could ever be a fair effect.
Alrighty then, never destroy opponent's mana crystals; I'll keep that in the mental bank, No Xavius then. Bleh. Back to the drawing board I suppose...
I've got a few ideas, although I'm afraid they are all flat-out boring. I mostly want to see if you guys think they're balanced.
Bogspike Sporebat: This would be the first collectible minion with Mega-Windfury. Works well with buffs, and especially strong synergy with Bestial Wrath lets it act as a board clear. Otherwise, it will most often clear 2 - 3 smaller minions.
Shadow Guardian: Stealth and Taunt have somewhat of an antisynergy, so this has strong stats. Great when followed up with Shadow Sensei. Also fills in two things rogue doesn't have: Taunt and Elemental.
The Wraith: Basically the Al'akir of Rogue. Short and sweet. Rogue has neither Divine Shield or Windfury.
As you have said, all of the cards are kind of dull. Here is the balancing advice I have though.
Bogspike Sporebat: Seems balanced when compared to Giant Sand Worm although this may get out of control with Bestial Wrath. I don't think Mega-Windfury is allowed though...
Shadow Guardian: The stats are unbalanced when compared to Am'gam Rager and Coliseum Manager. There is not really an anti-synergy here; sometimes you need Taunt and sometimes you need Stealth. This card is very flexible as it gives you both. Plus, there are already 2 keywords there, so technically the cards stats are supposed to be reduced instead of raised.
The Wraith: Errrr...stat-wise, I think it's okay when compared to Patient Assassin and Giant Wasp...not sure about actual use though. 4 mana destroy 2 minions seems pretty strong. Also, you need 2 AoE or random effects to destroy it...
I get the flavour behind The Menagerie's Finest and it's pretty cool, but I'm not sure you could justify mechs, totems, and pirates living in a zoo. It'd be nice if you could restrict it to Dragons, Murlocs, and Beasts (maybe demons as well?).
I'd replace 'that minion' with 'it' on Xavius's card text.
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
So this + Upgrade! is basically 4 mana Pyroblast and Whirlwind in one. Way too powerful. Also there are more upgrade effects what would result in 20+ damage over 2 turns
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
So this + Upgrade! is basically 4 mana Pyroblast and Whirlwind in one. Way too powerful. Also there are more upgrade effects what would result in 20+ damage over 2 turns
When I was making this card, I kept thinking that there might be some broken interactions with a card like this one but this + Upgrade! just flew over my head XD.
How do you suggest I change it? The first thing that comes to mind is adding a "Can't attack heroes" restriction, but I'd love to hear what you have to suggest :)
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
So this + Upgrade! is basically 4 mana Pyroblast and Whirlwind in one. Way too powerful. Also there are more upgrade effects what would result in 20+ damage over 2 turns
When I was making this card, I kept thinking that there might be some broken interactions with a card like this one but this + Upgrade! just flew over my head XD.
How do you suggest I change it? The first thing that comes to mind is adding a "Can't attack heroes" restriction, but I'd love to hear what you have to suggest :)
a) Change it to Rogue/Hunter weapon, since these can't easily increase durability (only Captain Greenskin)
b) Balance attack value and cost (lower Attack). Even without Windury it's quite strong card.
"I'm not 100% on this because I just came, but don't you have to make a minion?"
No, I submitted a spell. You have the option between a class minion with a peculiar tribe and/OR a class card with a peculiar keyword. If you choose the latter, it can certainly be a weapon or spell.
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
So this + Upgrade! is basically 4 mana Pyroblast and Whirlwind in one. Way too powerful. Also there are more upgrade effects what would result in 20+ damage over 2 turns
When I was making this card, I kept thinking that there might be some broken interactions with a card like this one but this + Upgrade! just flew over my head XD.
How do you suggest I change it? The first thing that comes to mind is adding a "Can't attack heroes" restriction, but I'd love to hear what you have to suggest :)
a) Change it to Rogue/Hunter weapon, since these can't easily increase durability (only Captain Greenskin)
b) Balance attack value and cost (lower Attack). Even without Windury it's quite strong card.
c) "Can't attack heroes" is also good idea
"Can't attack heroes" would make it worse than Shadowbolt.
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
So this + Upgrade! is basically 4 mana Pyroblast and Whirlwind in one. Way too powerful. Also there are more upgrade effects what would result in 20+ damage over 2 turns
When I was making this card, I kept thinking that there might be some broken interactions with a card like this one but this + Upgrade! just flew over my head XD.
How do you suggest I change it? The first thing that comes to mind is adding a "Can't attack heroes" restriction, but I'd love to hear what you have to suggest :)
a) Change it to Rogue/Hunter weapon, since these can't easily increase durability (only Captain Greenskin)
b) Balance attack value and cost (lower Attack). Even without Windury it's quite strong card.
c) "Can't attack heroes" is also good idea
"Can't attack heroes" would make it worse than Shadowbolt.
Not necessarily. You have to take damage with your hero, but you get free Whirlwind effect, can buff stats + some Pirates interactions.
This card would have serious utility in clearing a board, while not being too OP (kind of like Lightbomb with more RNG). You could use it to threaten massive damage against an enemy with large minions, or to clear large boards of smaller minions like Murlocs. If you have nothing out on board, this card will deal 5 damage to you, or this damage has a chance of being soaked by another minions (e.g. Devilsaur egg).
This card would have serious utility in clearing a board, while not being too OP (kind of like Lightbomb with more RNG). You could use it to threaten massive damage against an enemy with large minions, or to clear large boards of smaller minions like Murlocs. If you have nothing out on board, this card will deal 5 damage to you, or this damage has a chance of being soaked by another minions (e.g. Devilsaur egg).
Doesn't fit the contest criteria. You'll also likely want to be more specific on what you mean by allied character. Is it random or is there some kind of stipulation?
This card would have serious utility in clearing a board, while not being too OP (kind of like Lightbomb with more RNG). You could use it to threaten massive damage against an enemy with large minions, or to clear large boards of smaller minions like Murlocs. If you have nothing out on board, this card will deal 5 damage to you, or this damage has a chance of being soaked by another minions (e.g. Devilsaur egg).
Do it for another class and rather write: 'to a random character on the same side of board' I think that sounds better, otherwise it would be to YOUR allied characters ;)
Soulbinder Tuulani - Sounds fun for Buff Priest, but begs for removal and is a bit unneccesary. Looks to me like a glorified Jungle Panther unfortunately.
Xavius - Woah, thats intense... So basically, you play this T5, and then your opponent will have only 4-5 crystals left. Seems fun, but rn the stats look too punishing because Druid can ramp. My favorite of the 3
Water Brigand - So basically it can't discover itself or Shadow Rager? Honestly its totally fine if it discovers itself... the Elemental card pool is so much more in favor for discovering neutral cards that Rogue elementals will barely show up. Its almost like Grimestreet Informant discovering himself, rare but can happen. I know the non Rogue thing was supposed to make it unique, but it still feels like Servant of Kalimos to me...
What do you think a proper balancing of stats would be for Xavius, Nightmare Lord?
I don't quite understand your concern with Soulbinder Tuulani. Could you please elaborate?
No I get Water Brigade. What im saying is that by putting that restriction you literally cannot discover only 2 cards which is totally unneccesary. By saving space you could just say 'Discover an Elemental' and its powerlevel will not change at all. Either version though means that itt is literally Servant of Kalimos minus Shadow Rager.
Idk exact stats for something like this, but this needs to be opponent friendly, because if you ramp into this, your opponent will be shut out of the game entirely.
Soulbinder Tuulani is virtually useless in my eye. Her effect is all show and now substance, if you know what I mean... Its powerlevel is really low.
Once again, thanks for the response!
I still think you don't understand Water Brigade. IT CAN DISCOVER PALADIN, PRIEST, MAGE, WARLOCK, ETC. ELEMENTALS. IT CANNOT DISCOVER NEUTRAL CARDS. IT SAYS NON-ROGUE CLASS. Does that make it clearer? Lol
Guess I'm abandoning the Priest Legendary. Oh well.
How would a 5 mana 4/5 work with Xavius?
Oh I read that so wrong xD
Other people here are too, I suggest making "Non-Rogue" into "another" instead so its clearer
And that Xavius is still broken but i bet you dealt with that by now
As you have said, all of the cards are kind of dull. Here is the balancing advice I have though.
Shadow Guardian: The stats are unbalanced when compared to Am'gam Rager and Coliseum Manager. There is not really an anti-synergy here; sometimes you need Taunt and sometimes you need Stealth. This card is very flexible as it gives you both. Plus, there are already 2 keywords there, so technically the cards stats are supposed to be reduced instead of raised.
The Wraith: Errrr...stat-wise, I think it's okay when compared to Patient Assassin and Giant Wasp...not sure about actual use though. 4 mana destroy 2 minions seems pretty strong. Also, you need 2 AoE or random effects to destroy it...
Gah! I'm running of time! Your thoughts?
Tribes:
Why Rogue is my favourite class:
My submission for this week's card design competition.
Here's my entry.
If you're confused as to why a Weapon with only 1 Durability has Windfury, let me clarify - ideally, you would equip this weapon right after your previous one is destroyed (i.e. its Durability reaches 0), allowing you to make 2 attacks in a turn instead of just one.
Thoughts?
these are my submissions, tell me what you think!
-EXODIAAAA!
This card would have serious utility in clearing a board, while not being too OP (kind of like Lightbomb with more RNG). You could use it to threaten massive damage against an enemy with large minions, or to clear large boards of smaller minions like Murlocs. If you have nothing out on board, this card will deal 5 damage to you, or this damage has a chance of being soaked by another minions (e.g. Devilsaur egg).
Mod Working Reaaaaally Hardly
----------> THE VOTING THREAD IS UP! <----------
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Oh I read that so wrong xDOther people here are too, I suggest making "Non-Rogue" into "another" instead so its clearerAnd that Xavius is still broken but i bet you dealt with that by now