Red Queen Race would never activate, as secrets trigger on your opponent's turn and all adapt effects happen on your turn.
Boom Fever scourge feels weak to me. I mean, if I'm not missing something, it's just a card that will be in your opponent's hand for three turns (when it loses its effect completely), so it's only useful for mill. To make things worse, you have to play an understated minion that breaks your elemental chain (we know this is pretty disruptive thanks to Tol'vir Stoneshaper)
Finally, I'm not sure if there are enough cards to support The Lost Explorer, although I would need to check your other expansions again to know it for sure.
Thanks for the feedback!
On Red Queen Race that might be unclear wording on my part. Intention is that it would work as follows: It’s on the battlefield and the opponent’s minion Adapts and gets a choice of say Taunt, Divine Shield, and Windfury. They pick Divine Shield. The Secret triggers, and now your minions get the unselected options, so they all have Taunt and Windfury now. You don’t get to choose what happens during your turn.
Boom Fever is probably on the weak side (although I might need to clear that one up as well, at minimum it will do 1-4 damage) as it would mainly help to clog up/up the numbers of cards in the opponent’s hand, which other Sapper cards key off of, although that doesn’t have a big immediate impact. I think if it was real it’d probably lead to some grumbling, but I think it’s not so worthless that it doesn’t deserve inclusion. Good point about the body though, would letting it be a (7) 7/7 be too much?
For the quest, I’ve seeded that as a subtheme through the class, although I confess I haven’t playtedted any of this so I might be woefully overercounting the support.
On Red Queen Race that might be unclear wording on my part. Intention is that it would work as follows: It’s on the battlefield and the opponent’s minion Adapts and gets a choice of say Taunt, Divine Shield, and Windfury. They pick Divine Shield. The Secret triggers, and now your minions get the unselected options, so they all have Taunt and Windfury now. You don’t get to choose what happens during your turn.
Oh, my bad. I understood it activated with your own Adapt effects. It's like an anti-Adapt tech, then.
[b]Snow Time[/b]: What better time than the Frozen Throne to beef up the Sapper Freeze deck? This used to be a Classic card but I couldn’t bring myself to consider it something that needed to persist. Cost wise, I took the baseline as Cone of Cold but shaved off two mana for the lack of damage and added the enemy hero freezing.
[b]Frost Breaker[/b]: In addition to Freeze, this is the Secret Sapper set. This is a simple Secrets matter card, giving a beefier body with a downside. Was originally a 10/10 for (6), but then remembered that you could still give it taunt even in a Secret-less deck.
[b]Dragonblight Scraper[/b]: Another Secrets matter/Secret assist card. Mage has their “The next Secret costs (0)” cards, the Sapper can reduce the cost by less but for all in your hand.
[b]Runic Barrier[/b]: As might be obvious, I’ve included a bunch of (10) cost spells, mostly because I think it’s interesting to consider what the highest end effects should be. The Sapper has a theme of being able to steal other Secrets, whether through taking control of them or just getting them as options once they’ve been revealed. Another big reason is that if you reliably got five (4) cost Sapper secrets for only (10) that would be obviously broken; This way you may end up with five Paladin Secrets, or more likely a Christmas tree of assorted classes.
[b]Recycle Mana[/b]: A way to add a third and fourth copy of a Secret to your deck, or to grab a Secret previously revealed by your opponent.
[b]Borean Boggart[/b]: This is inspired by one of my petty annoyances, Southsea Deckhand. Specifically, every time you equip a new weapon it gets the green Charge glow, even if its already attacked that turn, and every time I think that means it can attack once more. This is my attempt at creating a card that actually does that. Again, Sapper Secrets are expensive so the deck has to be built around making the most out of this, but it can quickly become a big beater if not dealt with.
The Robot Guardians:
[b]Northrend Agent[/b]: This would probably be one of the biggest groaner Epics you could get in a pack, but the design of it tickles me a lot.
[b]Rift Eradicator[/b]: This is another design I just really liked. Getting 24-27 mana worth of minions in a single turn is a huge swing, but the precondition is having 20 mana worth of Secrets on the battlefield at the start of your turn (which means none of them can be triggered by your opponent after you set it up). I don’t think it would happen a lot, but could be a fun build around in Casual.
[b]Mogul Razdunk[/b]: This is me playing around with how to bend “Can’t Attack.” Here the enemy minions just have their Attack reduced to 0 or as close as you can to defang them.
[b]Death Knight Hero: Professor Blam, PhD.[/b]: This and the upcoming legendary weapon have probably gone through the most revisions and iterations, and have even swapped text between themselves a few times. Originally the battlecry was making all the opponent’s cards cost (10) the next turn or other variations of hand locking, but that didn’t feel impactful enough compared to the other DKs. I stole the Boom Bot board fill from the Dungeon Run treasure, but it felt both under and overwhelming. I added Lifesteal as a toss off when I realized none of the other cards in this expansion had it, and it just clicked, but then I felt the need to reduce it to just 5 Boom Bots. The cost of the Battlecry keeps swinging in my head. I costed it to be around Uther level, since you are looking at a 5 Armor + 10-25 Lifesteal Health swing, compared to his less random 5 Armor + 15 Lifesteal swing.
The alternate Hero Power also went through a lot of revisions. Originally I really wanted something that was passive (like Armor gain at end of turn based on cards in your opponent’s hand, Secrets that replaced themselves, dealing 1-4 damage to any enemy minion played) but they were all either too wordy or just not grabbing even me. Then I put “Each player draws 2 cards” into the draft folder and it just felt right.
[b]Trap Tester[/b]: KNC had a few kobold cards that replicated Hero Powers, and this is my take on that. Encourages either returning it to hand to repeat the battlecry over and over, or shuffling more copies of it into your deck.
[b]Mushroom Visions[/b]: (Hunter card where you can discover a copy of a minion in your deck) except without a body, but you get three more copies to draw. Serves as a quest booster from the previous expansion, plus allows you to have essentially up to four extra copies of a minion.
[b]Tunnel Sweeper[/b]: I originally had a “Unidentified Automaton” slotted in here where it would be four different versions of a Mech, but it proved too clunky for my liking. This is essentially a semi-random Sap with a body.
[b]Prismatic Potion[/b]: The Sapper Recruit card. This might be costed too low, but if (6) is the baseline for “Recruit anything” I think it’s ok. There’s a potential for snowball (especially if you’ve managed to shuffle a buncha extra copies of something into your deck) but that requires a lot of other cards and opportunity to support. At vanilla, it maybe draws the other copy in your deck, so no Legendary shenanigans.
[b]Rigged Loot Split[/b]: This introduces the ‘Straight Sapper’ subtheme of this set, or cards that care about a straight sequence of numbers (like a straight in poker). At vanilla this gives your opponent a dead card in hand, which only Rogue can dispose of with ease. If you manage to play the straight you get a nifty (hopefully) weapon to use. Originally the ‘straight’ extra was shuffling more Cursed Blades into your opponent’s deck, but that was too wordy to fit and felt overly punishing.
[b]Cinnabar Spellstone[/b]s: The Sapper Spellstone series. This builds on the “any previously played Secret” theme of the Sapper class. I made it specifically non-Sapper Secrets because otherwise you’d get at least 8-Cost worth of Secrets for the Lesser, with 16-Cost if you got to Greater. Now you at most get a mix of Mage Secrets, with more likely getting some Paladin and Hunter/Rogue. I fiddled some with the upgrade trigger (Mechs played? Battlecries?, etc) but adding cards to add felt right, akin to the Lesser Jasper Spellstone upgrade requirement. You can either use just the Hero Power, or tune your deck towards other Scourge heavy components.
[b]Guild Guide[/b]: The Epic “straight” spell for the set. I made a draft card as a Neutral that turned all of your minions into 5/5s but it didn’t feel Sapper-y enough to me. Upgrading your Hero Power to a Sap on demand felt much more right.
[b]Omega Class Delver[/b]: The Legendary “straight” spell, and a definite card screaming build around me. I loved using Wish during Dungeon Crawls for how much of a swing it could cause, and I think this is enough of a gauntlet to overcome to make it reasonable to use in an actual game.
[b]Kobold King’s Crown[/b]: Like the Dark Knight, this went through a lot of revisions and iterations, although not as many. I toyed (very) briefly with making it an attacking weapon, but a passive effect felt more right. While there were some defensive or similar effects, ultimately I went with something that would help with the ‘straight’ Sapper subtheme, but also something that on its own would provide constant tempo for any other decks. Originally this was more Mech focused (at first only triggering if you played a Mech, then only adding a random Mech that cost (1) more) but ultimately I settled on a more general Discover so as not to bottleneck possible designs.
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Thanks for the feedback!
On Red Queen Race that might be unclear wording on my part. Intention is that it would work as follows: It’s on the battlefield and the opponent’s minion Adapts and gets a choice of say Taunt, Divine Shield, and Windfury. They pick Divine Shield. The Secret triggers, and now your minions get the unselected options, so they all have Taunt and Windfury now. You don’t get to choose what happens during your turn.
Boom Fever is probably on the weak side (although I might need to clear that one up as well, at minimum it will do 1-4 damage) as it would mainly help to clog up/up the numbers of cards in the opponent’s hand, which other Sapper cards key off of, although that doesn’t have a big immediate impact. I think if it was real it’d probably lead to some grumbling, but I think it’s not so worthless that it doesn’t deserve inclusion. Good point about the body though, would letting it be a (7) 7/7 be too much?
For the quest, I’ve seeded that as a subtheme through the class, although I confess I haven’t playtedted any of this so I might be woefully overercounting the support.
Oh, my bad. I understood it activated with your own Adapt effects. It's like an anti-Adapt tech, then.
[b]Snow Time[/b]: What better time than the Frozen Throne to beef up the Sapper Freeze deck? This used to be a Classic card but I couldn’t bring myself to consider it something that needed to persist. Cost wise, I took the baseline as Cone of Cold but shaved off two mana for the lack of damage and added the enemy hero freezing.
[b]Frost Breaker[/b]: In addition to Freeze, this is the Secret Sapper set. This is a simple Secrets matter card, giving a beefier body with a downside. Was originally a 10/10 for (6), but then remembered that you could still give it taunt even in a Secret-less deck.
[b]Dragonblight Scraper[/b]: Another Secrets matter/Secret assist card. Mage has their “The next Secret costs (0)” cards, the Sapper can reduce the cost by less but for all in your hand.
[b]Runic Barrier[/b]: As might be obvious, I’ve included a bunch of (10) cost spells, mostly because I think it’s interesting to consider what the highest end effects should be. The Sapper has a theme of being able to steal other Secrets, whether through taking control of them or just getting them as options once they’ve been revealed. Another big reason is that if you reliably got five (4) cost Sapper secrets for only (10) that would be obviously broken; This way you may end up with five Paladin Secrets, or more likely a Christmas tree of assorted classes.
[b]Recycle Mana[/b]: A way to add a third and fourth copy of a Secret to your deck, or to grab a Secret previously revealed by your opponent.
[b]Borean Boggart[/b]: This is inspired by one of my petty annoyances, Southsea Deckhand. Specifically, every time you equip a new weapon it gets the green Charge glow, even if its already attacked that turn, and every time I think that means it can attack once more. This is my attempt at creating a card that actually does that. Again, Sapper Secrets are expensive so the deck has to be built around making the most out of this, but it can quickly become a big beater if not dealt with.
The Robot Guardians:
[b]Northrend Agent[/b]: This would probably be one of the biggest groaner Epics you could get in a pack, but the design of it tickles me a lot.
[b]Rift Eradicator[/b]: This is another design I just really liked. Getting 24-27 mana worth of minions in a single turn is a huge swing, but the precondition is having 20 mana worth of Secrets on the battlefield at the start of your turn (which means none of them can be triggered by your opponent after you set it up). I don’t think it would happen a lot, but could be a fun build around in Casual.
[b]Mogul Razdunk[/b]: This is me playing around with how to bend “Can’t Attack.” Here the enemy minions just have their Attack reduced to 0 or as close as you can to defang them.
[b]Death Knight Hero: Professor Blam, PhD.[/b]: This and the upcoming legendary weapon have probably gone through the most revisions and iterations, and have even swapped text between themselves a few times. Originally the battlecry was making all the opponent’s cards cost (10) the next turn or other variations of hand locking, but that didn’t feel impactful enough compared to the other DKs. I stole the Boom Bot board fill from the Dungeon Run treasure, but it felt both under and overwhelming. I added Lifesteal as a toss off when I realized none of the other cards in this expansion had it, and it just clicked, but then I felt the need to reduce it to just 5 Boom Bots. The cost of the Battlecry keeps swinging in my head. I costed it to be around Uther level, since you are looking at a 5 Armor + 10-25 Lifesteal Health swing, compared to his less random 5 Armor + 15 Lifesteal swing.
The alternate Hero Power also went through a lot of revisions. Originally I really wanted something that was passive (like Armor gain at end of turn based on cards in your opponent’s hand, Secrets that replaced themselves, dealing 1-4 damage to any enemy minion played) but they were all either too wordy or just not grabbing even me. Then I put “Each player draws 2 cards” into the draft folder and it just felt right.
[b]Trap Tester[/b]: KNC had a few kobold cards that replicated Hero Powers, and this is my take on that. Encourages either returning it to hand to repeat the battlecry over and over, or shuffling more copies of it into your deck.
[b]Pressure Plate[/b]: Entomb on a Secret, ala Vaporize being Assassinate on a Secret.
[b]Mushroom Visions[/b]: (Hunter card where you can discover a copy of a minion in your deck) except without a body, but you get three more copies to draw. Serves as a quest booster from the previous expansion, plus allows you to have essentially up to four extra copies of a minion.
[b]Tunnel Sweeper[/b]: I originally had a “Unidentified Automaton” slotted in here where it would be four different versions of a Mech, but it proved too clunky for my liking. This is essentially a semi-random Sap with a body.
[b]Prismatic Potion[/b]: The Sapper Recruit card. This might be costed too low, but if (6) is the baseline for “Recruit anything” I think it’s ok. There’s a potential for snowball (especially if you’ve managed to shuffle a buncha extra copies of something into your deck) but that requires a lot of other cards and opportunity to support. At vanilla, it maybe draws the other copy in your deck, so no Legendary shenanigans.
[b]Rigged Loot Split[/b]: This introduces the ‘Straight Sapper’ subtheme of this set, or cards that care about a straight sequence of numbers (like a straight in poker). At vanilla this gives your opponent a dead card in hand, which only Rogue can dispose of with ease. If you manage to play the straight you get a nifty (hopefully) weapon to use. Originally the ‘straight’ extra was shuffling more Cursed Blades into your opponent’s deck, but that was too wordy to fit and felt overly punishing.
[b]Cinnabar Spellstone[/b]s: The Sapper Spellstone series. This builds on the “any previously played Secret” theme of the Sapper class. I made it specifically non-Sapper Secrets because otherwise you’d get at least 8-Cost worth of Secrets for the Lesser, with 16-Cost if you got to Greater. Now you at most get a mix of Mage Secrets, with more likely getting some Paladin and Hunter/Rogue. I fiddled some with the upgrade trigger (Mechs played? Battlecries?, etc) but adding cards to add felt right, akin to the Lesser Jasper Spellstone upgrade requirement. You can either use just the Hero Power, or tune your deck towards other Scourge heavy components.
[b]Guild Guide[/b]: The Epic “straight” spell for the set. I made a draft card as a Neutral that turned all of your minions into 5/5s but it didn’t feel Sapper-y enough to me. Upgrading your Hero Power to a Sap on demand felt much more right.
[b]Omega Class Delver[/b]: The Legendary “straight” spell, and a definite card screaming build around me. I loved using Wish during Dungeon Crawls for how much of a swing it could cause, and I think this is enough of a gauntlet to overcome to make it reasonable to use in an actual game.
[b]Kobold King’s Crown[/b]: Like the Dark Knight, this went through a lot of revisions and iterations, although not as many. I toyed (very) briefly with making it an attacking weapon, but a passive effect felt more right. While there were some defensive or similar effects, ultimately I went with something that would help with the ‘straight’ Sapper subtheme, but also something that on its own would provide constant tempo for any other decks. Originally this was more Mech focused (at first only triggering if you played a Mech, then only adding a random Mech that cost (1) more) but ultimately I settled on a more general Discover so as not to bottleneck possible designs.