This is an idea I've had for a long while but never quite figured out how I could get to work on it, until now. Why is that? Well, first of all, I'm on vacations until March, so I got plenty of time to work with, and I'm feeling inspired and having creative blocks less frequently. So let's get down to it already.
TALES OF A DISTANT PAST -- this is a temporary name, I'm not sure if I'll stick with it -- is my first fan-made Hearthstone expansion. I've made an adventure and also tried my hand at creating classes before -- which I never got to complete btw --, but this is the first time I'm committing myself to something of this scale. This is a very experimental project: my main goal is to push the boundaries and experiment with very different, somewhat weird mechanics.
The inspiration for this project comes from all the events from WoW lore that occurred before the fabled War of the Ancients, that is, the first time the Burning Legion invaded Azeroth. This is a VERY long time span so, theoretically, there should be a lot to work with.
I'm always uploading new cards, changing existing ones and replacing some I think shouldn't be in the final release for whatever reasons, so be sure to check them out every once in a while.
NEW! DRUID (3/9 cards)
TOKENS
HUNTER (6/9 cards)
TOKENS
MAGE (coming soon)
Mage has always been the class I like the least, so it's probably the last set I'm going to complete.
I love Sha of Pride. One of the better cards i've seen in a while!
Plunder is a really interesting card. I'm not sure how I feel about it. Also, does steal mean add it to your hand or equip it?
Nerubian Spiderlord- A really powerful card since it could potentially be a 5 mana 5/5+4/4+4/4 which equals a 5 mana 13/13. That's really powerful. You can Beneath the Grounds turn 3, Fal'dorei Strider turn four and use this card turn 5. An overall overpowered card.
Prey On the Weak- Does it work like an upside down Enter the Coliseum? If so then it's REALLY powerful.
Pandaren Whispers- Why not just change into a random rogue secret every turn? The card is just over complicated and the complexity does not add anything to the card.
Egghatcher- OP. Potentially stronger than Nerubian Spiderlord.
Marked for Death- Like the other secret, I'm not sure how I feel about this one. I don't think it's strong since it lets your opponent kill your minion and it end up killing an already damaged minion for 2 mana.
Moonshine Brewmaster- Really good card for Miracle Rogue. I like it.
I love Sha of Pride. One of the better cards i've seen in a while!
Plunder is a really interesting card. I'm not sure how I feel about it. Also, does steal mean add it to your hand or equip it?
Nerubian Spiderlord- A really powerful card since it could potentially be a 5 mana 5/5+4/4+4/4 which equals a 5 mana 13/13. That's really powerful. You can Beneath the Grounds turn 3, Fal'dorei Strider turn four and use this card turn 5. An overall overpowered card.
Prey On the Weak- Does it work like an upside down Enter the Coliseum? If so then it's REALLY powerful.
Pandaren Whispers- Why not just change into a random rogue secret every turn? The card is just over complicated and the complexity does not add anything to the card.
Egghatcher- OP. Potentially stronger than Nerubian Spiderlord.
Marked for Death- Like the other secret, I'm not sure how I feel about this one. I don't think it's strong since it lets your opponent kill your minion and it end up killing an already damaged minion for 2 mana.
Moonshine Brewmaster- Really good card for Miracle Rogue. I like it.
I hope to see more cards out soon! :))
Hey man, first of all, thanks for your feedback. Nice to hear you like my cards. :) Now let's try to clarify some of doubts:
I just uploaded a new version of Plunder with clear wording, so no more questions on that. Then we have the Ambush cards, which I think you are overestimating by a lot. The Spiderlord might be somewhat overpowered indeed, but it requires you to have a synergystic curve and does nothing by itself, so I'd rather wait for more feedback before making any changes to it. Egghatcher, on the other hand, is nowhere close to OP: it does almost the same as a Fal'dorei Strider if your opponent doesn't clear it immediately after you play it, which is not even that hard, and with 1 Attack, it will probably get traded into in a way that's unfavorable to you.
Prey on the Weak determines what is the lowest Attack value on the board and then kills all minions with that power, so yeah, it's kinda like the opposite of Enter the Coliseum, and it is indeed really strong. I might bump its cost by 1 in the future.
Since the Secret pool for Rogue is very small, I thought it would be cool to let them have access to Secrets from other classes, and it also fits the thief flavor of the class. Of course, if you play it as a Mage or Paladin Secret, it will blow your cover right away, as they don't cost 2 mana and the card doesn't alter its cost, just disguises it as a way of confusing or tricking your opponent. After all, this is what Disguise is all about. Marked for Death acts as a finisher after your opponent takes a value trade; it's a somewhat weak Secret indeed, but I think an expansion this size needs cards like these as well.
Now that we're done with discussing these, I just uploaded the last Rogue card AND the FULL PRIEST SET! Go check it out.
I love Sha of Pride. One of the better cards i've seen in a while!
Plunder is a really interesting card. I'm not sure how I feel about it. Also, does steal mean add it to your hand or equip it?
Nerubian Spiderlord- A really powerful card since it could potentially be a 5 mana 5/5+4/4+4/4 which equals a 5 mana 13/13. That's really powerful. You can Beneath the Grounds turn 3, Fal'dorei Strider turn four and use this card turn 5. An overall overpowered card.
Prey On the Weak- Does it work like an upside down Enter the Coliseum? If so then it's REALLY powerful.
Pandaren Whispers- Why not just change into a random rogue secret every turn? The card is just over complicated and the complexity does not add anything to the card.
Egghatcher- OP. Potentially stronger than Nerubian Spiderlord.
Marked for Death- Like the other secret, I'm not sure how I feel about this one. I don't think it's strong since it lets your opponent kill your minion and it end up killing an already damaged minion for 2 mana.
Moonshine Brewmaster- Really good card for Miracle Rogue. I like it.
I hope to see more cards out soon! :))
Hey man, first of all, thanks for your feedback. Nice to hear you like my cards. :) Now let's try to clarify some of doubts:
I just uploaded a new version of Plunder with clear wording, so no more questions on that. Then we have the Ambush cards, which I think you are overestimating by a lot. The Spiderlord might be somewhat overpowered indeed, but it requires you to have a synergystic curve and does nothing by itself, so I'd rather wait for more feedback before making any changes to it. Egghatcher, on the other hand, is nowhere close to OP: it does almost the same as a Fal'dorei Strider if your opponent doesn't clear it immediately after you play it, which is not even that hard, and with 1 Attack, it will probably get traded into in a way that's unfavorable to you.
Prey on the Weak determines what is the lowest Attack value on the board and then kills all minions with that power, so yeah, it's kinda like the opposite of Enter the Coliseum, and it is indeed really strong. I might bump its cost by 1 in the future.
Since the Secret pool for Rogue is very small, I thought it would be cool to let them have access to Secrets from other classes, and it also fits the thief flavor of the class. Of course, if you play it as a Mage or Paladin Secret, it will blow your cover right away, as they don't cost 2 mana and the card doesn't alter its cost, just disguises it as a way of confusing or tricking your opponent. After all, this is what Disguise is all about. Marked for Death acts as a finisher after your opponent takes a value trade; it's a somewhat weak Secret indeed, but I think an expansion this size needs cards like these as well.
Now that we're done with discussing these, I just uploaded the last Rogue card AND the FULL PRIEST SET! Go check it out.
I love Sha of Pride. One of the better cards i've seen in a while!
Plunder is a really interesting card. I'm not sure how I feel about it. Also, does steal mean add it to your hand or equip it?
Nerubian Spiderlord- A really powerful card since it could potentially be a 5 mana 5/5+4/4+4/4 which equals a 5 mana 13/13. That's really powerful. You can Beneath the Grounds turn 3, Fal'dorei Strider turn four and use this card turn 5. An overall overpowered card.
Prey On the Weak- Does it work like an upside down Enter the Coliseum? If so then it's REALLY powerful.
Pandaren Whispers- Why not just change into a random rogue secret every turn? The card is just over complicated and the complexity does not add anything to the card.
Egghatcher- OP. Potentially stronger than Nerubian Spiderlord.
Marked for Death- Like the other secret, I'm not sure how I feel about this one. I don't think it's strong since it lets your opponent kill your minion and it end up killing an already damaged minion for 2 mana.
Moonshine Brewmaster- Really good card for Miracle Rogue. I like it.
I hope to see more cards out soon! :))
Hey man, first of all, thanks for your feedback. Nice to hear you like my cards. :) Now let's try to clarify some of doubts:
I just uploaded a new version of Plunder with clear wording, so no more questions on that. Then we have the Ambush cards, which I think you are overestimating by a lot. The Spiderlord might be somewhat overpowered indeed, but it requires you to have a synergystic curve and does nothing by itself, so I'd rather wait for more feedback before making any changes to it. Egghatcher, on the other hand, is nowhere close to OP: it does almost the same as a Fal'dorei Strider if your opponent doesn't clear it immediately after you play it, which is not even that hard, and with 1 Attack, it will probably get traded into in a way that's unfavorable to you.
Prey on the Weak determines what is the lowest Attack value on the board and then kills all minions with that power, so yeah, it's kinda like the opposite of Enter the Coliseum, and it is indeed really strong. I might bump its cost by 1 in the future.
Since the Secret pool for Rogue is very small, I thought it would be cool to let them have access to Secrets from other classes, and it also fits the thief flavor of the class. Of course, if you play it as a Mage or Paladin Secret, it will blow your cover right away, as they don't cost 2 mana and the card doesn't alter its cost, just disguises it as a way of confusing or tricking your opponent. After all, this is what Disguise is all about. Marked for Death acts as a finisher after your opponent takes a value trade; it's a somewhat weak Secret indeed, but I think an expansion this size needs cards like these as well.
Now that we're done with discussing these, I just uploaded the last Rogue card AND the FULL PRIEST SET! Go check it out.
I guess I did kind of forget about Fal'dorei Strider. It's still a strong card but I see what you mean with the comparison. I'll review the new cards in a bit but from my first inspections it looks pretty good. Keep up the good work!
First off, the Hunter set seems really underwhelming considering what you said about it. The legendary is pretty boring and the rest of the cards are quite dull. Butchery is quite meh when compared to something like Defile [/card]that I consider to have a similar-ish effect. The Gurubashi card (whatever it's name is) has anti synergy with [card]Alleycat, a very powerful Hunter card, and has a pretty low return. Exhilaration is not that great when compared to Healing Rain. Tame Beast is REALLY bad. Compare it to Power of the Wild. Quite a bit worse. Volley fire is ok I guess. The best case scenarios are either deal 4 damage to a minion or kill 4 minions with 1 health (which will practically never happen). It has the same problem as Arcane Missiles (I know that Arcane Missiles can hit the face. It's still a good comparison). I'll do more cards later.
First off, the Hunter set seems really underwhelming considering what you said about it. The legendary is pretty boring and the rest of the cards are quite dull. Butchery is quite meh when compared to something like Defile [/card]that I consider to have a similar-ish effect. The Gurubashi card (whatever it's name is) has anti synergy with [card]Alleycat, a very powerful Hunter card, and has a pretty low return. Exhilaration is not that great when compared to Healing Rain. Tame Beast is REALLY bad. Compare it to Power of the Wild. Quite a bit worse. Volley fire is ok I guess. The best case scenarios are either deal 4 damage to a minion or kill 4 minions with 1 health (which will practically never happen). It has the same problem as Arcane Missiles (I know that Arcane Missiles can hit the face. It's still a good comparison). I'll do more cards later.
I'll start by saying it's a relief to know you think the Hunter set is underwhelming, as I was afraid it would end up too powerful -- which is part of the reason I made Tame Beast. I agree Oorahqan is a bit boring: there's nothing new about it, but I kinda think of it like Medivh, which is just an improvement upon Summoning Stone. To be honest, that effect always felt kinda Legendary and it turned out to be way more effective with Atiesh. You mustn't forget the effect triggers at the end of your every turn and Oorahqan doesn't take damage from the auto-attack.
Butchery is indeed similar to Defile, but when I try to evaluate it I think of Dragon's Fury in Giants Mage. I wouldn't say it's a bad card and I'm glad it's not as broken as Defile. I think you're underestimating the Batrider by A LOT: it's always a strictly better Possessed Villager -- unless you're out of 1-drops in your deck -- as it thins your deck while putting a Dire Mole, Raptor Hatchling or even the 4/3 it shuffles into your deck on board.
Healing Rain is probably better than Exhilaration I guess, but that's because it's more versatile. Most of the times I played it in my Giants Shaman was to heal my minions, not my face. The thing is, I just wanted to give Hunters some form of healing so that control becomes a viable archetype for the class. Tame Beast is there to serve as "the bad card" of the set; Hunter is the class of the spells that summon minions, but not the class of versatility -- that's Druid -- so this has to come at a price, and at 2 mana the card would just be too good. Volley Fire is also way better than Arcane Missiles; on turn 2, it'll kill both their 1-drop and their 2-drop.
I don't know how these would perform as, in the end, I can't conduct any play tests, but it's good to know that someone thinks they're weaker than I do, 'cus I tend to think most of my cards are slightly overpowered in some way.
This is really fun. This one will just be a quickie though.
I think the Warrior set is really cool apart from Death Wish which is just a bad card (has some potential but would not be very powerful since it prevents you from using whirlwind effects without killing it and a lot of classes will be able to easily kill it (Mage))
Good luck on the Weekly Card Design Competition (I voted for you!)
Thanks man! Too bad I didn't make it. Anyway, I'm gonna use this reply to bump the thread so people can see the new cards. I've also reworked Oorahqan, see if you like it better now.
Overall, some very solid stuff here, so I'll just focus on the outliers, and if I don't mention a card, assume that it's at least decent, and probably quite good.
First off, I love Almsgiver. The flavor on that one is great, and it's well balanced, and could probably be used in some competitive decks. Not many cards can get that whole trifecta.
Noble Foe seems a bit overtuned, because assuming that your opponent uses both of their weapon charges attacking it, it's a 2/2 taunt that deals essentially 6 damage to your opponent. Maybe turn it into a 3/2 weapon?
The Dollmaker would probably make a Velen/Malygos combo too easy to pull off... Increasing The Dollmaker's cost a tad (maybe just by 1) would be enough, I think.
Wound Poison doesn't really seem to serve much purpose. It's essentially just Deadly Poison, but slightly more expensive, so I can only see it being run in Kingsbane Rogue. Mechanically, it's also not very interesting.
I love the concept of Parrying Dagger, but I'm unclear on how it works. If it replaces your hero power, then when does the passive hero power kick in? And can you attack with each weapon separately? Would Deadly Poison buff both weapons? Etc., etc.
Prince Thunderaan is straight up broken. Turn 9, you get a board, then turn 10 you drop Prince Thunderaan- bam! Unless your opponent has a pretty sizable board, it basically reads "deal 7 damage to your opponent, give all your minions Windfury this turn." If it was something like Overload (5), then at least your opponent can do something to interact.
Cursespreader is an awesome idea, but there's a minor mechanical difficulty: if you have no other minions, the battlecry won't activate (can't target itself), and so you just get a 2 mana 3/3 with no downside. While not necessarily broken (Lone Champion is comparable in that respect), it's something to be aware of.
Obsidian Devourer is probably OP. In a zoo deck, since all of your minions are low-cost anyways, playing one of these generally means pushing back your opponent's AOE turn without much downside for you. Turn 7 Dragonfire, turn 6 Dragon's Fury, etc. A nerf is in order, but it's otherwise solid.
Callous Hexer suffers from the same problem as Cursespreader, but again, it's not that big of an issue.
I very much like the Gurubashi Punisher, balance and flavor-wise it's spot on. Plus, it synergizes well with weapon Warrior, and it opens up more strategy as to whether you should swing with your weapon this turn.
Gurubashi Commander is a bit more difficult to balance: drop two of these at the same time (through Faceless Manipulator, etc.) and suddenly your field is impossible to destroy (without silence). Making it 6 mana would at least make it harder to play both in one turn, but the issue remains.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Overall, some very solid stuff here, so I'll just focus on the outliers, and if I don't mention a card, assume that it's at least decent, and probably quite good.
First off, I love Almsgiver. The flavor on that one is great, and it's well balanced, and could probably be used in some competitive decks. Not many cards can get that whole trifecta.
Noble Foe seems a bit overtuned, because assuming that your opponent uses both of their weapon charges attacking it, it's a 2/2 taunt that deals essentially 6 damage to your opponent. Maybe turn it into a 3/2 weapon?
The Dollmaker would probably make a Velen/Malygos combo too easy to pull off... Increasing The Dollmaker's cost a tad (maybe just by 1) would be enough, I think.
Wound Poison doesn't really seem to serve much purpose. It's essentially just Deadly Poison, but slightly more expensive, so I can only see it being run in Kingsbane Rogue. Mechanically, it's also not very interesting.
I love the concept of Parrying Dagger, but I'm unclear on how it works. If it replaces your hero power, then when does the passive hero power kick in? And can you attack with each weapon separately? Would Deadly Poison buff both weapons? Etc., etc.
Prince Thunderaan is straight up broken. Turn 9, you get a board, then turn 10 you drop Prince Thunderaan- bam! Unless your opponent has a pretty sizable board, it basically reads "deal 7 damage to your opponent, give all your minions Windfury this turn." If it was something like Overload (5), then at least your opponent can do something to interact.
Cursespreader is an awesome idea, but there's a minor mechanical difficulty: if you have no other minions, the battlecry won't activate (can't target itself), and so you just get a 2 mana 3/3 with no downside. While not necessarily broken (Lone Champion is comparable in that respect), it's something to be aware of.
Obsidian Devourer is probably OP. In a zoo deck, since all of your minions are low-cost anyways, playing one of these generally means pushing back your opponent's AOE turn without much downside for you. Turn 7 Dragonfire, turn 6 Dragon's Fury, etc. A nerf is in order, but it's otherwise solid.
Callous Hexer suffers from the same problem as Cursespreader, but again, it's not that big of an issue.
I very much like the Gurubashi Punisher, balance and flavor-wise it's spot on. Plus, it synergizes well with weapon Warrior, and it opens up more strategy as to whether you should swing with your weapon this turn.
Gurubashi Commander is a bit more difficult to balance: drop two of these at the same time (through Faceless Manipulator, etc.) and suddenly your field is impossible to destroy (without silence). Making it 6 mana would at least make it harder to play both in one turn, but the issue remains.
Hey bro, first of all, thanks for the feedback and the compliments. Glad you appreciate the set. I'll now address your concerns one by one.
I was afraid Noble Foe would end up a little bit too good, but I really didn't feel like giving the your opponent the means to kill it, even if it's across two turns. I was thinking of a 2/3 weapon instead.
Dollmaker was meant as a way to cheat out exactly those cards earlier, and making it cost the same as Velen kinda defeats the purpose in a sense, but I'm afraid I might have to do it, especially after seeing how Mind Blast Priest was performing recently.
Wound Poison is exactly what you said: a bland card to fit Kingsbane Rogue. When I saw Tess Greymane, I immediately thought "great, now they're gonna print a fuckton of thief Rogue cards and no love for mill Rogue", which is EXACTLY what happened: we got fucking Cutthroat Buccaneer, which is ridiculously bad. This is not a very good card either, but way more impactful in this deck, especially with Valeera. Now I just need to decide whether I'm gonna try to replace Coldlight or shift the archetype in another direction. I had this 5-mana 5/3 guy before that could fit: he'd draw an Ambush from each player's deck (because Egghatcher used to shuffle into the turn player's deck), but I thought it would be too good after seeing how powerful Spiders can be and scrapped it.
The wording on Parrying Dagger is kinda tricky, somewhat intentionally; I decided to go with the more flavorful text and let it explain itself when played. You play the card and the actual weapon is never equipped; instead, it replaces your Hero Power with that token I showed. It can still be equipped through effects like Blingtron's. You might ask why I didn't just make it a spell like Shadowform, but where's the fun flavor in that?
Yeah, Prince Thunderaan is a problem, I see. The thing is, I really wanted him to be a big, very impactful card, a finisher of sorts, if you have assembled a board before. I think I'd rather give him an entirely new effect instead of altering the Overload.
Cursespreader and Callous Hexxer are meant to be better on an empty board, just like Hyldnir Frostrider.
I really wanted to leave Obsidian Devourer that way. You can see I'm trying to make more low cost board clears for almost every class, and that would lower the impact of this card. I think we could only tell how good it might be through playtesting, and unfortunately, that's not gonna happen.
I changed Gurubashi Punisher as soon as I read your reply. It's marginally weaker now, but there's no more room for these weird interactions. This is actually the second time I let something like this pass under the radars. I should start paying more attention when I make cards like these.
This is an idea I've had for a long while but never quite figured out how I could get to work on it, until now. Why is that? Well, first of all, I'm on vacations until March, so I got plenty of time to work with, and I'm feeling inspired and having creative blocks less frequently. So let's get down to it already.
TALES OF A DISTANT PAST -- this is a temporary name, I'm not sure if I'll stick with it -- is my first fan-made Hearthstone expansion. I've made an adventure and also tried my hand at creating classes before -- which I never got to complete btw --, but this is the first time I'm committing myself to something of this scale. This is a very experimental project: my main goal is to push the boundaries and experiment with very different, somewhat weird mechanics.
The inspiration for this project comes from all the events from WoW lore that occurred before the fabled War of the Ancients, that is, the first time the Burning Legion invaded Azeroth. This is a VERY long time span so, theoretically, there should be a lot to work with.
I'm always uploading new cards, changing existing ones and replacing some I think shouldn't be in the final release for whatever reasons, so be sure to check them out every once in a while.
NEW! DRUID (3/9 cards)
TOKENS
HUNTER (6/9 cards)
TOKENS
MAGE (coming soon)
Mage has always been the class I like the least, so it's probably the last set I'm going to complete.
NEW! PALADIN (6/9 cards)
TOKENS
PRIEST (9/9 CARDS - COMPLETED)
NEW! ROGUE (8/9 cards)
TOKENS
NEW! SHAMAN (6/9 cards)
WARLOCK (4/9)
NEW! WARRIOR (8/9 cards)
NEW! NEUTRAL (10/? cards)
I love Sha of Pride. One of the better cards i've seen in a while!
Plunder is a really interesting card. I'm not sure how I feel about it. Also, does steal mean add it to your hand or equip it?
Nerubian Spiderlord- A really powerful card since it could potentially be a 5 mana 5/5+4/4+4/4 which equals a 5 mana 13/13. That's really powerful. You can Beneath the Grounds turn 3, Fal'dorei Strider turn four and use this card turn 5. An overall overpowered card.
Prey On the Weak- Does it work like an upside down Enter the Coliseum? If so then it's REALLY powerful.
Pandaren Whispers- Why not just change into a random rogue secret every turn? The card is just over complicated and the complexity does not add anything to the card.
Egghatcher- OP. Potentially stronger than Nerubian Spiderlord.
Marked for Death- Like the other secret, I'm not sure how I feel about this one. I don't think it's strong since it lets your opponent kill your minion and it end up killing an already damaged minion for 2 mana.
Moonshine Brewmaster- Really good card for Miracle Rogue. I like it.
I hope to see more cards out soon! :))
Hey man, first of all, thanks for your feedback. Nice to hear you like my cards. :) Now let's try to clarify some of doubts:
I just uploaded a new version of Plunder with clear wording, so no more questions on that. Then we have the Ambush cards, which I think you are overestimating by a lot. The Spiderlord might be somewhat overpowered indeed, but it requires you to have a synergystic curve and does nothing by itself, so I'd rather wait for more feedback before making any changes to it. Egghatcher, on the other hand, is nowhere close to OP: it does almost the same as a Fal'dorei Strider if your opponent doesn't clear it immediately after you play it, which is not even that hard, and with 1 Attack, it will probably get traded into in a way that's unfavorable to you.
Prey on the Weak determines what is the lowest Attack value on the board and then kills all minions with that power, so yeah, it's kinda like the opposite of Enter the Coliseum, and it is indeed really strong. I might bump its cost by 1 in the future.
Since the Secret pool for Rogue is very small, I thought it would be cool to let them have access to Secrets from other classes, and it also fits the thief flavor of the class. Of course, if you play it as a Mage or Paladin Secret, it will blow your cover right away, as they don't cost 2 mana and the card doesn't alter its cost, just disguises it as a way of confusing or tricking your opponent. After all, this is what Disguise is all about. Marked for Death acts as a finisher after your opponent takes a value trade; it's a somewhat weak Secret indeed, but I think an expansion this size needs cards like these as well.
Now that we're done with discussing these, I just uploaded the last Rogue card AND the FULL PRIEST SET! Go check it out.
Just dropping by to say there are lots of new cards, go check them out.
I'm back once more!
First off, the Hunter set seems really underwhelming considering what you said about it. The legendary is pretty boring and the rest of the cards are quite dull. Butchery is quite meh when compared to something like Defile [/card]that I consider to have a similar-ish effect. The Gurubashi card (whatever it's name is) has anti synergy with [card]Alleycat, a very powerful Hunter card, and has a pretty low return. Exhilaration is not that great when compared to Healing Rain. Tame Beast is REALLY bad. Compare it to Power of the Wild. Quite a bit worse. Volley fire is ok I guess. The best case scenarios are either deal 4 damage to a minion or kill 4 minions with 1 health (which will practically never happen). It has the same problem as Arcane Missiles (I know that Arcane Missiles can hit the face. It's still a good comparison). I'll do more cards later.
Hope this helps!
Just a side note: Switch Blade is op compared to Acidic Swamp Ooze
This is really fun. This one will just be a quickie though.
I think the Warrior set is really cool apart from Death Wish which is just a bad card (has some potential but would not be very powerful since it prevents you from using whirlwind effects without killing it and a lot of classes will be able to easily kill it (Mage))
Good luck on the Weekly Card Design Competition (I voted for you!)
Oorahqan seems a lot better now. Good job!
It's been a while but I'm back with lots of new cards for whomever it might interest.
Been months since I last updated this thread, but I still haven't given up on this project.
wow
Overall, some very solid stuff here, so I'll just focus on the outliers, and if I don't mention a card, assume that it's at least decent, and probably quite good.
First off, I love Almsgiver. The flavor on that one is great, and it's well balanced, and could probably be used in some competitive decks. Not many cards can get that whole trifecta.
Noble Foe seems a bit overtuned, because assuming that your opponent uses both of their weapon charges attacking it, it's a 2/2 taunt that deals essentially 6 damage to your opponent. Maybe turn it into a 3/2 weapon?
The Dollmaker would probably make a Velen/Malygos combo too easy to pull off... Increasing The Dollmaker's cost a tad (maybe just by 1) would be enough, I think.
Wound Poison doesn't really seem to serve much purpose. It's essentially just Deadly Poison, but slightly more expensive, so I can only see it being run in Kingsbane Rogue. Mechanically, it's also not very interesting.
I love the concept of Parrying Dagger, but I'm unclear on how it works. If it replaces your hero power, then when does the passive hero power kick in? And can you attack with each weapon separately? Would Deadly Poison buff both weapons? Etc., etc.
Prince Thunderaan is straight up broken. Turn 9, you get a board, then turn 10 you drop Prince Thunderaan- bam! Unless your opponent has a pretty sizable board, it basically reads "deal 7 damage to your opponent, give all your minions Windfury this turn." If it was something like Overload (5), then at least your opponent can do something to interact.
Cursespreader is an awesome idea, but there's a minor mechanical difficulty: if you have no other minions, the battlecry won't activate (can't target itself), and so you just get a 2 mana 3/3 with no downside. While not necessarily broken (Lone Champion is comparable in that respect), it's something to be aware of.
Obsidian Devourer is probably OP. In a zoo deck, since all of your minions are low-cost anyways, playing one of these generally means pushing back your opponent's AOE turn without much downside for you. Turn 7 Dragonfire, turn 6 Dragon's Fury, etc. A nerf is in order, but it's otherwise solid.
Callous Hexer suffers from the same problem as Cursespreader, but again, it's not that big of an issue.
I very much like the Gurubashi Punisher, balance and flavor-wise it's spot on. Plus, it synergizes well with weapon Warrior, and it opens up more strategy as to whether you should swing with your weapon this turn.
Gurubashi Commander is a bit more difficult to balance: drop two of these at the same time (through Faceless Manipulator, etc.) and suddenly your field is impossible to destroy (without silence). Making it 6 mana would at least make it harder to play both in one turn, but the issue remains.
#gNOmeferatu
Hey bro, first of all, thanks for the feedback and the compliments. Glad you appreciate the set. I'll now address your concerns one by one.
I was afraid Noble Foe would end up a little bit too good, but I really didn't feel like giving the your opponent the means to kill it, even if it's across two turns. I was thinking of a 2/3 weapon instead.
Dollmaker was meant as a way to cheat out exactly those cards earlier, and making it cost the same as Velen kinda defeats the purpose in a sense, but I'm afraid I might have to do it, especially after seeing how Mind Blast Priest was performing recently.
Wound Poison is exactly what you said: a bland card to fit Kingsbane Rogue. When I saw Tess Greymane, I immediately thought "great, now they're gonna print a fuckton of thief Rogue cards and no love for mill Rogue", which is EXACTLY what happened: we got fucking Cutthroat Buccaneer, which is ridiculously bad. This is not a very good card either, but way more impactful in this deck, especially with Valeera. Now I just need to decide whether I'm gonna try to replace Coldlight or shift the archetype in another direction. I had this 5-mana 5/3 guy before that could fit: he'd draw an Ambush from each player's deck (because Egghatcher used to shuffle into the turn player's deck), but I thought it would be too good after seeing how powerful Spiders can be and scrapped it.
The wording on Parrying Dagger is kinda tricky, somewhat intentionally; I decided to go with the more flavorful text and let it explain itself when played. You play the card and the actual weapon is never equipped; instead, it replaces your Hero Power with that token I showed. It can still be equipped through effects like Blingtron's. You might ask why I didn't just make it a spell like Shadowform, but where's the
funflavor in that?Yeah, Prince Thunderaan is a problem, I see. The thing is, I really wanted him to be a big, very impactful card, a finisher of sorts, if you have assembled a board before. I think I'd rather give him an entirely new effect instead of altering the Overload.
Cursespreader and Callous Hexxer are meant to be better on an empty board, just like Hyldnir Frostrider.
I really wanted to leave Obsidian Devourer that way. You can see I'm trying to make more low cost board clears for almost every class, and that would lower the impact of this card. I think we could only tell how good it might be through playtesting, and unfortunately, that's not gonna happen.
I changed Gurubashi Punisher as soon as I read your reply. It's marginally weaker now, but there's no more room for these weird interactions. This is actually the second time I let something like this pass under the radars. I should start paying more attention when I make cards like these.
I hope that's a positive reaction haha