Transform is the keyword, which has the following effect in one of two cases:
SPELLS - After X turns in your hand, this becomes a new card. MINIONS - After X turns on the board, this becomes a new card.
Clans are also a pseudo-mechanic, with certain cards interacting with certain clans in certain ways. Rather than having a full, 54 card Neutral set, we have seven 11-card Clan sets and an 11-card Neutral set. Only ONE clan can be used per deck, and any classes only used within one clan have an extra card added to their base set.
Druid: 7/10 The identities of Druid are rather straightforward in Shadows of Draenor, being Ramp, Armor, and Aggro. This allows for two archetypes to rise, being Control Druid and Token Druid.
Hunter: 0/9 The identity of the Hunter in this set is the most straight-forward, revolving around cunning spell usage and secrets, allowing for either Secret Hunter or Control Hunter to rise - or even Secret Control Hunter!
Mage: 1/9 Mage is a more unique class in this case, revolving around an archetype vaguely used in Kobolds and Catacombs: Big Mage. However, this time, it is a lot more thorough. This would allow, well, Big Mage to shine.
Paladin: 1/9 Paladin utilizes the new keyword in Shadows of Draenor, Transform. This is easy to see in the legendary, Acolyte Yrel, who has many many tokens. This would allow for Control and Transform Paladin to exist. (Acolyte Yrel uses the wrong art, that will be fixed!)
Priest: 4/10 Priest has a bare bones style of play in this expansion, being a cross between Healing and Damage. This is most evident in Velen's Sacrifice and K'ara, the Pure. This could allow a non-Reno Control Priest to have its time in the spotLIGHT.
Rogue: 3/9 Rogue, much like Mage, returns to its Kobolds and Catacombs predecessors, using mechanics only found there. In this case, it's Secrets. Shhh! Whisper! The other main mechanic in the class this time around would be Stealth.
Shaman: 0/9 Shaman, as normal, uses a failed archetype, in this case, Overload Shaman. However, this time, it might just work. Rather than using Overload as a benefit, we're using Overload as a mechanic to do more, rather than gain more.
Warlock: 0/10 Warlock is my favorite class, so I'm pushing it in my favorite direction: Demons, Reno, and more Demons. This will be done in a semi-unique fashion, however, using Transform as a large mechanic.
Warrior: 4/10 Warrior follows a very, very confusing vein in this case: Very, very confusing Enrage warrior with a few control elements. I'm likely going to change a lot about this class in this expansion.
Shadowmoon Clan: 0/11 The Shadowmoon Clan resembles Mage, Priest, and Warlock for the most part, revolving around self-sacrifice, burn damage, and life gain. It is most useful for Shaman, Warlock, Priest, and Mage. (Has Warlock + Priest)
Bleeding Hollow Clan: 0/11 The Bleeding Hollow Clan is very much based on the classes of Hunter, Rogue, Mage, and Paladin, being focused almost entirely on Secrets. It is the most useful for those classes. (Has Hunter + Rogue)
Shattered Hand Clan: 0/11 The Shattered Hand Clan focuses on brutal tactics, being those of Rogues, Warriors, and Paladins. Using the art of Transform, it seems they are most useful for Paladin and Rogue. (Has Paladin + Rogue)
Warsong Clan: 3/11 The Warsong Clan hails originally from their crusade upon Azeroth, however was reformed during the Alternate Timeline. Its abilities fit the niche for many, almost always having some way to fit in. (Has Hunter + Warrior)
Thunderlord Clan: 0/11 The Thunderlord Clan, despite being defunct, did have a role to play in the legacy of Draenor and Outland. Using various tactics, they eventually became a part of the Shadowmoon Clan. (Has Shaman + Druid)
Blackrock Clan: 0/11 The Blackrock Clan, originally from Azeroth, was lead by various dark rulers from the Burning Steppes and surrounding areas. However, now they wreak havoc upon their homeland of Draenor. (Has Mage + Paladin)
Frostwolf Clan: 0/11 The Frostwolf Clan, hailing in Frostfire Ridge, is led by Durotan, against the Iron Horde. The members of the Horde rally to their side, in an attempt to save Draenor. (Has Shaman + Mage)
Well, those cards don't have Transform. If they are given it from another card, it transforms into a card specified by that card. For instance, with the Hulking Genesaur, it turns all of the spells into your hand into Rot.
Transform is definitely a confusing mechanic, but certainly a really cool one! Took me 2 looks to figure it out but I love the Genesaur and the rot for punish; it obviously nudges towards aggro druid, which bothers me, but who cares it’s not actually being added (yet) so we can pretend aggro Druid isn’t a real thing XP. Keep it up, I’m pumped to see the rest!
Just a simple question but, what does Timewarp do? It looks kinda like a transform but repeteable kind-of.
Still looking forward to this! But not without giving some feedback on some cards!
Botanic Lifebinder: I think I get where this card goes, but it looks kinda strong, I mean, it has a 4 Mana gain 16 Armor + a 3/3 Body, a full heal of your minions or a 7/9. I dunno, but I think you could reduce the Armor gain to 7 since of Branching Paths and instead of healing give Health, which I believe could work better for settings, still my opinion, but 7 Armor would look fine.
Killrogg 'Deadeye': This looks powerfull, but not broken. Though I think you meant to all 'other' minions? Because I'm unsure if it's that what you thought (Since of the 5/5 + Board Clear Pseudo Effect)
Frostwolf Farseer: This looks very underwhelming and UP, because it has no instant effect nor an impactfull effect for the cost and Overload. I believe you could make this cost (3) and as a 4/4. I think that could be more usefull, welp, unless you plan to do something special with it (Which is acceptable since of the archetype you are planning to pull off)
Velen's Sacrifice: I think you could just go with Restored Health from basiclly your effects. It looks good, but either way you should watch out for this card when planning the expansion! (No, seriously, it impacts a lot on combo potential, it's something you wouldn't want too much on a card without making it too UP/OP)
EDIT: Oh, something else, you should put how much progress there's on your cards on the forum, looks kinda like you have the entire set complete XD.
Transform is definitely a confusing mechanic, but certainly a really cool one! Took me 2 looks to figure it out but I love the Genesaur and the rot for punish; it obviously nudges towards aggro druid, which bothers me, but who cares it’s not actually being added (yet) so we can pretend aggro Druid isn’t a real thing XP. Keep it up, I’m pumped to see the rest!
Thanks! And yeah, it is kind of confusing, which I regret to a fault. And, truth be told, I was and am considering making the Genesaur a control minion, having worse stats and the cards giving Armor in some way.
Just a simple question but, what does Timewarp do? It looks kinda like a transform but repeteable kind-of.
Still looking forward to this! But not without giving some feedback on some cards!
Botanic Lifebinder: I think I get where this card goes, but it looks kinda strong, I mean, it has a 4 Mana gain 16 Armor + a 3/3 Body, a full heal of your minions or a 7/9. I dunno, but I think you could reduce the Armor gain to 7 since of Branching Paths and instead of healing give Health, which I believe could work better for settings, still my opinion, but 7 Armor would look fine.
Killrogg 'Deadeye': This looks powerfull, but not broken. Though I think you meant to all 'other' minions? Because I'm unsure if it's that what you thought (Since of the 5/5 + Board Clear Pseudo Effect)
Frostwolf Farseer: This looks very underwhelming and UP, because it has no instant effect nor an impactfull effect for the cost and Overload. I believe you could make this cost (3) and as a 4/4. I think that could be more usefull, welp, unless you plan to do something special with it (Which is acceptable since of the archetype you are planning to pull off)
Velen's Sacrifice: I think you could just go with Restored Health from basiclly your effects. It looks good, but either way you should watch out for this card when planning the expansion! (No, seriously, it impacts a lot on combo potential, it's something you wouldn't want too much on a card without making it too UP/OP)
Oh, shit. Timewarp is meant to be Transform.
And, thanks for the insight. I'll definitely nerf the Armor of Botanic Lifebinder and buff the Health option, and, Kilrogg's going to change. I added the Clans mechanic, so it's actually not going to be a Hunter card anymore. Frostwolf Farseer does need a buff, which I'll add, and possibly figure out a way to make Velen's Sacrifice less broken. I mean, imagine Wild Pyro - Velen's Sacrifice - Circle of Healing.
Just a simple question but, what does Timewarp do? It looks kinda like a transform but repeteable kind-of.
Still looking forward to this! But not without giving some feedback on some cards!
Botanic Lifebinder: I think I get where this card goes, but it looks kinda strong, I mean, it has a 4 Mana gain 16 Armor + a 3/3 Body, a full heal of your minions or a 7/9. I dunno, but I think you could reduce the Armor gain to 7 since of Branching Paths and instead of healing give Health, which I believe could work better for settings, still my opinion, but 7 Armor would look fine.
Killrogg 'Deadeye': This looks powerfull, but not broken. Though I think you meant to all 'other' minions? Because I'm unsure if it's that what you thought (Since of the 5/5 + Board Clear Pseudo Effect)
Frostwolf Farseer: This looks very underwhelming and UP, because it has no instant effect nor an impactfull effect for the cost and Overload. I believe you could make this cost (3) and as a 4/4. I think that could be more usefull, welp, unless you plan to do something special with it (Which is acceptable since of the archetype you are planning to pull off)
Velen's Sacrifice: I think you could just go with Restored Health from basiclly your effects. It looks good, but either way you should watch out for this card when planning the expansion! (No, seriously, it impacts a lot on combo potential, it's something you wouldn't want too much on a card without making it too UP/OP)
Oh, shit. Timewarp is meant to be Transform.
And, thanks for the insight. I'll definitely nerf the Armor of Botanic Lifebinder and buff the Health option, and, Kilrogg's going to change. I added the Clans mechanic, so it's actually not going to be a Hunter card anymore. Frostwolf Farseer does need a buff, which I'll add, and possibly figure out a way to make Velen's Sacrifice less broken. I mean, imagine Wild Pyro - Velen's Sacrifice - Circle of Healing.
Just a simple question but, what does Timewarp do? It looks kinda like a transform but repeteable kind-of.
Still looking forward to this! But not without giving some feedback on some cards!
Botanic Lifebinder: I think I get where this card goes, but it looks kinda strong, I mean, it has a 4 Mana gain 16 Armor + a 3/3 Body, a full heal of your minions or a 7/9. I dunno, but I think you could reduce the Armor gain to 7 since of Branching Paths and instead of healing give Health, which I believe could work better for settings, still my opinion, but 7 Armor would look fine.
Killrogg 'Deadeye': This looks powerfull, but not broken. Though I think you meant to all 'other' minions? Because I'm unsure if it's that what you thought (Since of the 5/5 + Board Clear Pseudo Effect)
Frostwolf Farseer: This looks very underwhelming and UP, because it has no instant effect nor an impactfull effect for the cost and Overload. I believe you could make this cost (3) and as a 4/4. I think that could be more usefull, welp, unless you plan to do something special with it (Which is acceptable since of the archetype you are planning to pull off)
Velen's Sacrifice: I think you could just go with Restored Health from basiclly your effects. It looks good, but either way you should watch out for this card when planning the expansion! (No, seriously, it impacts a lot on combo potential, it's something you wouldn't want too much on a card without making it too UP/OP)
Oh, shit. Timewarp is meant to be Transform.
And, thanks for the insight. I'll definitely nerf the Armor of Botanic Lifebinder and buff the Health option, and, Kilrogg's going to change. I added the Clans mechanic, so it's actually not going to be a Hunter card anymore. Frostwolf Farseer does need a buff, which I'll add, and possibly figure out a way to make Velen's Sacrifice less broken. I mean, imagine Wild Pyro - Velen's Sacrifice - Circle of Healing.
Overhauled the Clan System, to be less defined but also less rigid. Each clan contains Neutral cards, with two Class cards inside it, too. This, however, subtracts from the Neutral set.
As a person who spends their free time fishing in Draenor for an achievement, I would love for you to add a fishing or Nat Pagle related spell or minion. Just a request from a wannabe pro World of Warcraft fisherman.
Added Archimonde the Tokener Defiler, it likely has a lot of balance issues, feel free to point them out. The cards are meant to be strong, but not absurd, as it not only replaces your hand, but also takes Health and is very late-game oriented.
As a person who spends their free time fishing in Draenor for an achievement, I would love for you to add a fishing or Nat Pagle related spell or minion. Just a request from a wannabe pro World of Warcraft fisherman.
Will do! I never actually played WoD, but I know a decent bit about its lore, any suggestions for what to make the minion? Yes, it'll be a minion.
EDIT: Why? Because I want it to be Neutral. Unless I add it as a Shaman spell or something.
Honestly, the set seems really weak, like, even weaker than TGT. It's perfectly fine to have some weak cards to balance a class within the set, but these are just mostly mediocre cards with some decent ones here and there.
There's also the keyword, which needs some clarifying and definitely a new name, as transform is already a mechanic in the game. Maybe you could just do away with the keyword and just write the full text, like "If you've held this for X turns, transform into..." or something like that. I'm sure there's better wording, but I was trying to think of something short enough so as to not clog the entire card text.
I'm gonna do a small commentary on each one of your cards, pointing out what I think might be bad with them.
Primal Infestation: It's an overcosted card and doesn't seem like it's accomplishing too much. Buffs and Armor don't really get along so well, and I don't see how in the world would this be better than Earthen Scales or Oaken Summons.
Lashing Weeds: There's no way you're playing an 8 mana Heroic Strike even if you run all the Armor gain ever printed to discount it. You could lower the cost by at least 2.
Raging Podling: Okay card, I guess. Reminds me of Young Priestess.
Hulking Genesaur: So, it's a vanilla 6-drop for 4 mana in aggro Druid. Thanks, but no. Actually, after finishing this review, I just realized Rot is the token to this card. The thing is, you play this, then you play your two Marks of the Lotus (or whatever cheap buff crap they get after rotation) on the next two turns and you just completely negated this Battlecry.
Botani Lifebinder: I like this, the whole idea behind it. I think giving +6 Health to all friendly minions is pretty scary though, so you might want to think that through again. But then, I don't really know if this could fit in a minion-heavy Druid that could use such an effect to its full potential.
Archmage Khadgar: So, you're paying 5 and a half mana for what is not even an Evolve effect and filling your deck with things you probably don't even want to draw. Absolutely unplayable.
Acolyte Yrel: Decent on three, really good on five. Way better than Forbidden Shaping as a curve filler. Solid card, if it's not too slow I think it could see play.
Eclipse: I don't see this being played when you can just play SW:P and SW:D, but I think it's a cool card. Maybe you could make it so that you only take the excess damage instead of taking 8 and them healing. It would make the card just a little bit better and would shorten the text considerably.
Child of Anzu: Really bad. Overcosted and low value.
Velen's Sacrifice: Interesting card, but seems weak. Unless Priests get another cheap heal and no other board clears, I don't see this being played ever.
K'ara the Pure: It seems decent, to say the least. I can't think of any combos you could pull off with it right now, though.
Soul Trap: Cool idea, but you forgot to say how much the spell would cost. Also it would be really awkward to implement: just think of self-buffing minions like Luckydo Buccaneer (yeah, I know nobody plays that, but I couldn't think of any other example).
Magnaron: Way worse than Boulderfist Ogre.
Iron Warleader: Could use 1 more Health, I think. It's an interesting card.
Hulking Fel Orc: Really hard to discount this guy. Not only you need board presence (at least 3 minions for it to be a bad card), but you can't just fill your board with tokens, as most of them would probably have 1 Health (not to mention Warrior not having access to these kinds of cards).
Grond: Doesn't do anything in a board-centric deck, doesn't do anything in a slow Control deck.
I hope I don't come off as too harsh with these observations. You have some really neat ideas; you just need to work on how you execute them.
Honestly, the set seems really weak, like, even weaker than TGT. It's perfectly fine to have some weak cards to balance a class within the set, but these are just mostly mediocre cards with some decent ones here and there.
There's also the keyword, which needs some clarifying and definitely a new name, as transform is already a mechanic in the game. Maybe you could just do away with the keyword and just write the full text, like "If you've held this for X turns, transform into..." or something like that. I'm sure there's better wording, but I was trying to think of something short enough so as to not clog the entire card text.
I'm gonna do a small commentary on each one of your cards, pointing out what I think might be bad with them.
Primal Infestation: It's an overcosted card and doesn't seem like it's accomplishing too much. Buffs and Armor don't really get along so well, and I don't see how in the world would this be better than Earthen Scales or Oaken Summons.
Lashing Weeds: There's no way you're playing an 8 mana Heroic Strike even if you run all the Armor gain ever printed to discount it. You could lower the cost by at least 2.
Raging Podling: Okay card, I guess. Reminds me of Young Priestess.
Hulking Genesaur: So, it's a vanilla 6-drop for 4 mana in aggro Druid. Thanks, but no. Actually, after finishing this review, I just realized Rot is the token to this card. The thing is, you play this, then you play your two Marks of the Lotus (or whatever cheap buff crap they get after rotation) on the next two turns and you just completely negated this Battlecry.
Botani Lifebinder: I like this, the whole idea behind it. I think giving +6 Health to all friendly minions is pretty scary though, so you might want to think that through again. But then, I don't really know if this could fit in a minion-heavy Druid that could use such an effect to its full potential.
Archmage Khadgar: So, you're paying 5 and a half mana for what is not even an Evolve effect and filling your deck with things you probably don't even want to draw. Absolutely unplayable.
Acolyte Yrel: Decent on three, really good on five. Way better than Forbidden Shaping as a curve filler. Solid card, if it's not too slow I think it could see play.
Eclipse: I don't see this being played when you can just play SW:P and SW:D, but I think it's a cool card. Maybe you could make it so that you only take the excess damage instead of taking 8 and them healing. It would make the card just a little bit better and would shorten the text considerably.
Child of Anzu: Really bad. Overcosted and low value.
Velen's Sacrifice: Interesting card, but seems weak. Unless Priests get another cheap heal and no other board clears, I don't see this being played ever.
K'ara the Pure: It seems decent, to say the least. I can't think of any combos you could pull off with it right now, though.
Soul Trap: Cool idea, but you forgot to say how much the spell would cost. Also it would be really awkward to implement: just think of self-buffing minions like Luckydo Buccaneer (yeah, I know nobody plays that, but I couldn't think of any other example).
Magnaron: Way worse than Boulderfist Ogre.
Iron Warleader: Could use 1 more Health, I think. It's an interesting card.
Hulking Fel Orc: Really hard to discount this guy. Not only you need board presence (at least 3 minions for it to be a bad card), but you can't just fill your board with tokens, as most of them would probably have 1 Health (not to mention Warrior not having access to these kinds of cards).
Grond: Doesn't do anything in a board-centric deck, doesn't do anything in a slow Control deck.
I hope I don't come off as too harsh with these observations. You have some really neat ideas; you just need to work on how you execute them.
Alright, thanks! I like to receive any feedback, as it tells me how to improve. I’ll do my best to make those cards stronger but not too strong.
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Shadows of Draenor
-Story Coming Soon-
Transform is the keyword, which has the following effect in one of two cases:
SPELLS - After X turns in your hand, this becomes a new card.
MINIONS - After X turns on the board, this becomes a new card.
Clans are also a pseudo-mechanic, with certain cards interacting with certain clans in certain ways. Rather than having a full, 54 card Neutral set, we have seven 11-card Clan sets and an 11-card Neutral set. Only ONE clan can be used per deck, and any classes only used within one clan have an extra card added to their base set.
Druid: 7/10
The identities of Druid are rather straightforward in Shadows of Draenor, being Ramp, Armor, and Aggro. This allows for two archetypes to rise, being Control Druid and Token Druid.
Hunter: 0/9
The identity of the Hunter in this set is the most straight-forward, revolving around cunning spell usage and secrets, allowing for either Secret Hunter or Control Hunter to rise - or even Secret Control Hunter!
Mage: 1/9
Mage is a more unique class in this case, revolving around an archetype vaguely used in Kobolds and Catacombs: Big Mage. However, this time, it is a lot more thorough. This would allow, well, Big Mage to shine.
Paladin: 1/9
Paladin utilizes the new keyword in Shadows of Draenor, Transform. This is easy to see in the legendary, Acolyte Yrel, who has many many tokens. This would allow for Control and Transform Paladin to exist. (Acolyte Yrel uses the wrong art, that will be fixed!)
Priest: 4/10
Priest has a bare bones style of play in this expansion, being a cross between Healing and Damage. This is most evident in Velen's Sacrifice and K'ara, the Pure. This could allow a non-Reno Control Priest to have its time in the spotLIGHT.
Rogue: 3/9
Rogue, much like Mage, returns to its Kobolds and Catacombs predecessors, using mechanics only found there. In this case, it's Secrets. Shhh! Whisper! The other main mechanic in the class this time around would be Stealth.
Shaman: 0/9
Shaman, as normal, uses a failed archetype, in this case, Overload Shaman. However, this time, it might just work. Rather than using Overload as a benefit, we're using Overload as a mechanic to do more, rather than gain more.
Warlock: 0/10
Warlock is my favorite class, so I'm pushing it in my favorite direction: Demons, Reno, and more Demons. This will be done in a semi-unique fashion, however, using Transform as a large mechanic.
Warrior: 4/10
Warrior follows a very, very confusing vein in this case: Very, very confusing Enrage warrior with a few control elements. I'm likely going to change a lot about this class in this expansion.
Shadowmoon Clan: 0/11
The Shadowmoon Clan resembles Mage, Priest, and Warlock for the most part, revolving around self-sacrifice, burn damage, and life gain. It is most useful for Shaman, Warlock, Priest, and Mage. (Has Warlock + Priest)
Bleeding Hollow Clan: 0/11
The Bleeding Hollow Clan is very much based on the classes of Hunter, Rogue, Mage, and Paladin, being focused almost entirely on Secrets. It is the most useful for those classes. (Has Hunter + Rogue)
Shattered Hand Clan: 0/11
The Shattered Hand Clan focuses on brutal tactics, being those of Rogues, Warriors, and Paladins. Using the art of Transform, it seems they are most useful for Paladin and Rogue. (Has Paladin + Rogue)
Warsong Clan: 3/11
The Warsong Clan hails originally from their crusade upon Azeroth, however was reformed during the Alternate Timeline. Its abilities fit the niche for many, almost always having some way to fit in. (Has Hunter + Warrior)
Thunderlord Clan: 0/11
The Thunderlord Clan, despite being defunct, did have a role to play in the legacy of Draenor and Outland. Using various tactics, they eventually became a part of the Shadowmoon Clan. (Has Shaman + Druid)
Blackrock Clan: 0/11
The Blackrock Clan, originally from Azeroth, was lead by various dark rulers from the Burning Steppes and surrounding areas. However, now they wreak havoc upon their homeland of Draenor. (Has Mage + Paladin)
Frostwolf Clan: 0/11
The Frostwolf Clan, hailing in Frostfire Ridge, is led by Durotan, against the Iron Horde. The members of the Horde rally to their side, in an attempt to save Draenor. (Has Shaman + Mage)
Neutral: 1/11
Looks awesome. Can't wait for more.
what transform does to e.g. fireball? swipe?
what transform does to novice engineer?
transform mechanic is unclear
Transform is definitely a confusing mechanic, but certainly a really cool one! Took me 2 looks to figure it out but I love the Genesaur and the rot for punish; it obviously nudges towards aggro druid, which bothers me, but who cares it’s not actually being added (yet) so we can pretend aggro Druid isn’t a real thing XP. Keep it up, I’m pumped to see the rest!
Just a simple question but, what does Timewarp do? It looks kinda like a transform but repeteable kind-of.
Still looking forward to this! But not without giving some feedback on some cards!
Botanic Lifebinder: I think I get where this card goes, but it looks kinda strong, I mean, it has a 4 Mana gain 16 Armor + a 3/3 Body, a full heal of your minions or a 7/9. I dunno, but I think you could reduce the Armor gain to 7 since of Branching Paths and instead of healing give Health, which I believe could work better for settings, still my opinion, but 7 Armor would look fine.
Killrogg 'Deadeye': This looks powerfull, but not broken. Though I think you meant to all 'other' minions? Because I'm unsure if it's that what you thought (Since of the 5/5 + Board Clear Pseudo Effect)
Frostwolf Farseer: This looks very underwhelming and UP, because it has no instant effect nor an impactfull effect for the cost and Overload. I believe you could make this cost (3) and as a 4/4. I think that could be more usefull, welp, unless you plan to do something special with it (Which is acceptable since of the archetype you are planning to pull off)
Velen's Sacrifice: I think you could just go with Restored Health from basiclly your effects. It looks good, but either way you should watch out for this card when planning the expansion! (No, seriously, it impacts a lot on combo potential, it's something you wouldn't want too much on a card without making it too UP/OP)
EDIT: Oh, something else, you should put how much progress there's on your cards on the forum, looks kinda like you have the entire set complete XD.
The joke is you.
Oh man the cake isn't a lie XDThe joke is you.
Updated to add a few buffs/nerfs and a few cards, while removing some. Going to nerf two more soon, and add more.
Added a rogue card, changed two cards, and added four (removed one) warrior cards.
Overhauled the Clan System, to be less defined but also less rigid. Each clan contains Neutral cards, with two Class cards inside it, too. This, however, subtracts from the Neutral set.
Added Shattered Hand and Warsong clan minions!
Hi there!
As a person who spends their free time fishing in Draenor for an achievement, I would love for you to add a fishing or Nat Pagle related spell or minion. Just a request from a wannabe pro World of Warcraft fisherman.
Added Archimonde the
TokenerDefiler, it likely has a lot of balance issues, feel free to point them out. The cards are meant to be strong, but not absurd, as it not only replaces your hand, but also takes Health and is very late-game oriented.Added a few more cards.
Honestly, the set seems really weak, like, even weaker than TGT. It's perfectly fine to have some weak cards to balance a class within the set, but these are just mostly mediocre cards with some decent ones here and there.
There's also the keyword, which needs some clarifying and definitely a new name, as transform is already a mechanic in the game. Maybe you could just do away with the keyword and just write the full text, like "If you've held this for X turns, transform into..." or something like that. I'm sure there's better wording, but I was trying to think of something short enough so as to not clog the entire card text.
I'm gonna do a small commentary on each one of your cards, pointing out what I think might be bad with them.
Primal Infestation: It's an overcosted card and doesn't seem like it's accomplishing too much. Buffs and Armor don't really get along so well, and I don't see how in the world would this be better than Earthen Scales or Oaken Summons.
Lashing Weeds: There's no way you're playing an 8 mana Heroic Strike even if you run all the Armor gain ever printed to discount it. You could lower the cost by at least 2.
Raging Podling: Okay card, I guess. Reminds me of Young Priestess.
Hulking Genesaur: So, it's a vanilla 6-drop for 4 mana in aggro Druid. Thanks, but no. Actually, after finishing this review, I just realized Rot is the token to this card. The thing is, you play this, then you play your two Marks of the Lotus (or whatever cheap buff crap they get after rotation) on the next two turns and you just completely negated this Battlecry.
Botani Lifebinder: I like this, the whole idea behind it. I think giving +6 Health to all friendly minions is pretty scary though, so you might want to think that through again. But then, I don't really know if this could fit in a minion-heavy Druid that could use such an effect to its full potential.
Archmage Khadgar: So, you're paying 5 and a half mana for what is not even an Evolve effect and filling your deck with things you probably don't even want to draw. Absolutely unplayable.
Acolyte Yrel: Decent on three, really good on five. Way better than Forbidden Shaping as a curve filler. Solid card, if it's not too slow I think it could see play.
Eclipse: I don't see this being played when you can just play SW:P and SW:D, but I think it's a cool card. Maybe you could make it so that you only take the excess damage instead of taking 8 and them healing. It would make the card just a little bit better and would shorten the text considerably.
Child of Anzu: Really bad. Overcosted and low value.
Velen's Sacrifice: Interesting card, but seems weak. Unless Priests get another cheap heal and no other board clears, I don't see this being played ever.
K'ara the Pure: It seems decent, to say the least. I can't think of any combos you could pull off with it right now, though.
Soul Trap: Cool idea, but you forgot to say how much the spell would cost. Also it would be really awkward to implement: just think of self-buffing minions like Luckydo Buccaneer (yeah, I know nobody plays that, but I couldn't think of any other example).
Magnaron: Way worse than Boulderfist Ogre.
Iron Warleader: Could use 1 more Health, I think. It's an interesting card.
Hulking Fel Orc: Really hard to discount this guy. Not only you need board presence (at least 3 minions for it to be a bad card), but you can't just fill your board with tokens, as most of them would probably have 1 Health (not to mention Warrior not having access to these kinds of cards).
Grond: Doesn't do anything in a board-centric deck, doesn't do anything in a slow Control deck.
I hope I don't come off as too harsh with these observations. You have some really neat ideas; you just need to work on how you execute them.