I have created a couple of cards before but they were op legendary cards with not much balance going on. This is my first attempt at making usable and balanced cards. I hope you like some of them and all tips will be taken in for the future.
Draenor Rider - I like the card! I like the mechanic but I don't know if it's too powerful. Should at least be a 3/3 I think but don't take my word for it, I'm also a new card creator hah
Life Stealer - Kind of a clunky mechanic imo. The weapon has only 2 attack so the additional value doesn't make that much sense. Warrior already has a lot of weapons to choose from. Cool idea tho.
Worgen Pyromancer - They are separate enemies, right? Otherwise this is a 5 mana Pyroblast
Scilla Murkshadow - I don't quite understand this card. Does it make all the spells random elementals?
Tauren Gravewalker - Why deahtrattle minions? Deathrattle minions already have low health so is the double damage even needed? To taunt minions perhaps?
Holy Recall - Sorry, no comments to this one.
Khaz Modan Weapons Master - Don't understand the wording. Seems like a really really really bad version of every ogre card in the game
Draenor Rider = against aggro - too OP, almost always a board clear at turn 4; against control - pretty useless.
Arcane Copycat = Djinni of Zephyrs, but with a downside of accidental removal.
Masterful Brewmaster = I really don't know what to say about it. Sure, it doesn't seem to be broken (just like Grumble, Worldshaker), but at the same time it doesn't seem to be rewarding and I really doubt it could create spectacular OTK's.
Life Stealer = it would be a cool card before the release of Kingsbane. Now it looks miserable.
Scilla Murkshadow = not exactly sure what does the effect mean, but I'm assuming it sort of adds the 'elemental' tag to your spells, as if they were minions. If that's true, then this card may be ok, especially considering the position of shaman right now.
Tauren Gravewalker = counter to deathrattle that is still worse than Spellbreaker, at least in my opinion.
Holy Recal = seems too good in big priest for me.
Khaz Modan Weapon Master = could you explain the effect?
Life Stealer - Kind of a clunky mechanic imo. The weapon has only 2 attack so the additional value doesn't make that much sense. Warrior already has a lot of weapons to choose from. Cool idea tho.
Draenor Rider - Was supposed to be a pseudo board clear which warrior has few of but with a condition so you cant just play it willy nilly every game. Also bikers never roll around alone right.
Arcane Copycat - Is very nice for buffs but leaves you open to removing it by accident if you mess up.
Masterful Brewmaster - Yea I just liked the panda art really and the pandas have the bounce mechanic. Wasn't thinking about mad combos but could help with hand refreshing if you get a nice board.
Life Stealer - Yes its a rouge weapon and of course since Kingsbane it looks awful but I like the possibilities of an infinite weapon that's not bullshit broken. Many minions have low attack and high health which is perfect for this.
Worgen Pyromancer - Yes 3 different enemies of your choice but doesn't work with less than 3 enemies in play, like forked lightning for Shaman, possibly under mana'd my bad could also be made to be random enemies instead and did genuinely forget about Greater Arcane Missiles XD.
Scilla Murkshadow - This will give your spells the Elemental tag so they can activate minions in future turns. Seems thematic as most of the spells are elemental.
Tauren Gravewalker - It just fit the art I guess and i liked the art so just went around it. Also Obsidian Statue.
Holy Recall - I have always wanted an aggro priest deck to work and this allows for a big trading turn with a hand refresh at the same time which might make it more viable. Big priest would be super powerful with this card I agree and I didn't think about that. Bump it up to 8 or 9 mana in that case
Khaz Modan Weapons Master - Yea the wording on this was hard because it isn't exactly like anything we have. So If you have this and a taunt minion in play together this will attack randomly from behind the "shield wall", if there is no taunt minion in play you can choose where to attack.
Khas Modan Weapon Master- "Whilst you have a Taunt minion " needs to be changed to " If you control a Taunt minion". That is the first part and is simple. The second part might be more complicated. If there is a condition it usually is accompanied by the word 'whenever': "If you control a Taunt minion, attack a random minion whenever this attacks" I'm not sure about all the official wording rules, but I do know this is wordy and may go past 4 lines of text.
I think you can get away with "If you control a Taunt minion, this minion attacks a random enemy." Since this is largely a negative effect with the only positive being able to go past taunts and hit face (which isn't always a positive) there is no need to understat this minion. I'm not sure it sees standard play at 7 mana 7/7.
Scilla Murkshadow- First of all, this sounds like you want it to be triggered when played from your hand; but because it is not a battlecry, it's worded as if the effect only lasts while it is in play. Please add Battlecry at the beginning. I would consider giving this to class that does not have class specific elemental synergy yet. Shaman already has a legendary minion in Kalimos, Primal Lord. They have plenty other healing options as well and I think it might give shaman too much sustain ability. Mage is also pretty well defined in the elemental department. I think any other class would be fine except Rogue for creating a new archetype that plays differently from mage and shaman.
Khas Modan Weapon Master- "Whilst you have a Taunt minion " needs to be changed to " If you control a Taunt minion". That is the first part and is simple. The second part might be more complicated. If there is a condition it usually is accompanied by the word 'whenever': "If you control a Taunt minion, attack a random minion whenever this attacks" I'm not sure about all the official wording rules, but I do know this is wordy and may go past 4 lines of text.
I think you can get away with "If you control a Taunt minion, this minion attacks a random enemy." Since this is largely a negative effect with the only positive being able to go past taunts and hit face (which isn't always a positive) there is no need to understat this minion. I'm not sure it sees standard play at 7 mana 7/7.
Scilla Murkshadow- First of all, this sounds like you want it to be triggered when played from your hand; but because it is not a battlecry, it's worded as if the effect only lasts while it is in play. Please add Battlecry at the beginning. I would consider giving this to class that does not have class specific elemental synergy yet. Shaman already has a legendary minion in Kalimos, Primal Lord. They have plenty other healing options as well and I think it might give shaman too much sustain ability. Mage is also pretty well defined in the elemental department. I think any other class would be fine except Rogue for creating a new archetype that plays differently from mage and shaman.
Ah yes wording it that way does make much more sense actually, I just wasn't really sure on how to say it succinctly. Changing the stats according to your justification sounds good as well, I was thinking you should want it to trade for a few small minions nicely but a 7/7 is better and might let it see play in a mad deck like something I would make.
Fuck! yes how could I forget the battlecry taglol. Also thematically it doesn't fit in any other class other than mage but mage is good enough with Frost Lich Jaina and I know Elemental Shaman is good because I play it, I just think a card like this would see it become even better and maybe even competitive in the meta.
I liked Tauren Gravewalker mechanic but he is very vulnerable with only 4 HP, maybe 3/6?
I wouldn't want him to lose attack to be honest as Obsidian Statue is your main target so it dies on an empty board either way. Maybe giving it Rush would be best so that it can instantly be dropped and do its job in one turn nice and efficiently
I liked Tauren Gravewalker mechanic but he is very vulnerable with only 4 HP, maybe 3/6?
I wouldn't want him to lose attack to be honest as Obsidian Statue is your main target so it dies on an empty board either way. Maybe giving it Rush would be best so that it can instantly be dropped and do its job in one turn nice and efficiently
Have made suggested edits. Thanks for your comments. Will keep practicing and one day you will see me in the card creators challenge or maybe even my own expansion
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have created a couple of cards before but they were op legendary cards with not much balance going on. This is my first attempt at making usable and balanced cards. I hope you like some of them and all tips will be taken in for the future.
And these
Points for the art!
Draenor Rider - I like the card! I like the mechanic but I don't know if it's too powerful. Should at least be a 3/3 I think but don't take my word for it, I'm also a new card creator hah
Arcane Copycat - Seems like a more powerful Lynessa Sunsorrow
Masterful Brewmaster - Grumble, Worldshaker
Life Stealer - Kind of a clunky mechanic imo. The weapon has only 2 attack so the additional value doesn't make that much sense. Warrior already has a lot of weapons to choose from. Cool idea tho.
Worgen Pyromancer - They are separate enemies, right? Otherwise this is a 5 mana Pyroblast
Scilla Murkshadow - I don't quite understand this card. Does it make all the spells random elementals?
Tauren Gravewalker - Why deahtrattle minions? Deathrattle minions already have low health so is the double damage even needed? To taunt minions perhaps?
Holy Recall - Sorry, no comments to this one.
Khaz Modan Weapons Master - Don't understand the wording. Seems like a really really really bad version of every ogre card in the game
Me? Gongaga.
Draenor Rider = against aggro - too OP, almost always a board clear at turn 4; against control - pretty useless.
Arcane Copycat = Djinni of Zephyrs, but with a downside of accidental removal.
Masterful Brewmaster = I really don't know what to say about it. Sure, it doesn't seem to be broken (just like Grumble, Worldshaker), but at the same time it doesn't seem to be rewarding and I really doubt it could create spectacular OTK's.
Life Stealer = it would be a cool card before the release of Kingsbane. Now it looks miserable.
Worgen Pyromancer = 5 mana almost Pyroblast, OP af. Look at Greater Arcane Missiles.
Scilla Murkshadow = not exactly sure what does the effect mean, but I'm assuming it sort of adds the 'elemental' tag to your spells, as if they were minions. If that's true, then this card may be ok, especially considering the position of shaman right now.
Tauren Gravewalker = counter to deathrattle that is still worse than Spellbreaker, at least in my opinion.
Holy Recal = seems too good in big priest for me.
Khaz Modan Weapon Master = could you explain the effect?
Draenor Rider - Was supposed to be a pseudo board clear which warrior has few of but with a condition so you cant just play it willy nilly every game. Also bikers never roll around alone right.
Arcane Copycat - Is very nice for buffs but leaves you open to removing it by accident if you mess up.
Masterful Brewmaster - Yea I just liked the panda art really and the pandas have the bounce mechanic. Wasn't thinking about mad combos but could help with hand refreshing if you get a nice board.
Life Stealer - Yes its a rouge weapon and of course since Kingsbane it looks awful but I like the possibilities of an infinite weapon that's not bullshit broken. Many minions have low attack and high health which is perfect for this.
Worgen Pyromancer - Yes 3 different enemies of your choice but doesn't work with less than 3 enemies in play, like forked lightning for Shaman, possibly under mana'd my bad could also be made to be random enemies instead and did genuinely forget about Greater Arcane Missiles XD.
Scilla Murkshadow - This will give your spells the Elemental tag so they can activate minions in future turns. Seems thematic as most of the spells are elemental.
Tauren Gravewalker - It just fit the art I guess and i liked the art so just went around it. Also Obsidian Statue.
Holy Recall - I have always wanted an aggro priest deck to work and this allows for a big trading turn with a hand refresh at the same time which might make it more viable. Big priest would be super powerful with this card I agree and I didn't think about that. Bump it up to 8 or 9 mana in that case
Khaz Modan Weapons Master - Yea the wording on this was hard because it isn't exactly like anything we have. So If you have this and a taunt minion in play together this will attack randomly from behind the "shield wall", if there is no taunt minion in play you can choose where to attack.
Khas Modan Weapon Master- "Whilst you have a Taunt minion " needs to be changed to " If you control a Taunt minion". That is the first part and is simple. The second part might be more complicated. If there is a condition it usually is accompanied by the word 'whenever': "If you control a Taunt minion, attack a random minion whenever this attacks" I'm not sure about all the official wording rules, but I do know this is wordy and may go past 4 lines of text.
I think you can get away with "If you control a Taunt minion, this minion attacks a random enemy." Since this is largely a negative effect with the only positive being able to go past taunts and hit face (which isn't always a positive) there is no need to understat this minion. I'm not sure it sees standard play at 7 mana 7/7.
Scilla Murkshadow- First of all, this sounds like you want it to be triggered when played from your hand; but because it is not a battlecry, it's worded as if the effect only lasts while it is in play. Please add Battlecry at the beginning. I would consider giving this to class that does not have class specific elemental synergy yet. Shaman already has a legendary minion in Kalimos, Primal Lord. They have plenty other healing options as well and I think it might give shaman too much sustain ability. Mage is also pretty well defined in the elemental department. I think any other class would be fine except Rogue for creating a new archetype that plays differently from mage and shaman.
I liked Tauren Gravewalker mechanic but he is very vulnerable with only 4 HP, maybe 3/6?
Have made suggested edits. Thanks for your comments. Will keep practicing and one day you will see me in the card creators challenge or maybe even my own expansion