One final bump. I just want to know, if the cards are balanced. kthx:
Tokens:
Big thanks to CheeseEtc and Sinti for giving me their feedback and helpful advice. Quick notes:
1) Yeah, I was always aware of the power of this card in combo decks. Maybe it's still very strong, but I narrowed its power by giving it the legend status and increasing its cost by 2, while decreasing its stats at the same time. It was meant to be a stronger Hemet, Jungle Hunter. I hear people advising me to go with the 2nd or 3rd cards again, but I really want to know if the Lone Digger can be balanced at all.
I also thought of a way to prevent those cheesy turns by removing the cards from both the deck and the hand. That way druids would no longer use UI, in order to draw all of their pieces. The wording however was kinda hideous.
2) I wanted to lower his power. Clogging your opponent's deck with 5 minions sounded way too punishing. Maybe I have overdone it, when I didn't increase his stats that much, but I just thought how you get 2 benefits at the same time.
3) CheeseEtc wanted me to add 2 extra stat points to the minion (originally it was 1/3), but I really don't want to make it too busted. Sinti also feared its power and I agree with them on this one. For 4 mana you get 2 minions with a combined stat line of 5/6 (4/6 at first). Some may argue that we lose card resources in the process and if a 1 mana card has 1/1 stats, then the end result would be 4/5 or 3/5. However, there is a catch - aggro decks don't care about the late game. They want their value NOW. I like to see my card transforming the 1-drops into 3- ones and summoning them for free w/o the need to draw them first. So it's like a recruit mechanic with a high risk, high reward effect. I will gain a lot of tempo, if I transform my 1- or 2-drops, I won't lose anything if I happen to discard a 3- one and I'm really screwed if I discard a Doomguard or my DK. As you can see the Summoner is already powerful in an aggro deck and increasing his stats would be dangerous for the game. ________________________________________________________________________________________________________________________ I will gladly return the feedback. I think I still have some pages to cover.
@ CheeseEtc - I kinda liked your previous card more. Depending on the state of the game, you could lose valuable spells as well (dark pact, defile or even hellfire/warlock spellstone in some cases). But since currently you get to preserve your spells, I think that healing for 2 is just right, so gj.
Dunno mate, I really hate RNG cards. I think your card should cost more. You can get really trash spells, but in some cases really broken ones as well (3 mana Mind Control, 3 mana Execute on all enemy minions), 3 mana Recycle. True, that the effect is random one, but we warlocks have enough tools to keep board control. But if this card removes 3 valuable removals....
Dunno, don't take it personally. I just don't like random effects.
I know that you already posted your card, but I will just take a moment and express my opinion. I think you did a wonderful job at balancing it, but the effect seems very situational and fringe. The only real application I see with this would be in DMH warrior and I'm very skeptical, that some will cut valuable card slots just for this card. The oracles are more than enough.
Right now I'm referring to the card you submitted. Tbh I like this effect - at worst this is a bodyless gnomeferatu. Mill Rogue can't abuse it, so that's a dope from me as well. My issue is, that the flavour isn't good enough. If you chose a different art and title, I would have liked it more.
I like Phil Swift just because of the flavour. A very original idea would have been if you made a parody of this person, if you modifies the name. What I mean is:
- Board Thrills (wowcrendor's fictional character referring to Bear Grills) - Tony Spark - Tony Stark (Iron Man) If you changed the name more adequately of both the card and its token and added the video as a reference, you would have gotten a bigger success.
As for the other card - I like it. It's very flavourful as well, but it's kinda complicated. You can shorten it the following way "Remove 2 cards from your opponent's deck and add them in your hand. Shuffle them back at the end of your turn". Alas, I hope a mod unmarks your Paul Swift card as a troll one.
Acolyte of Nightmare was better. You could have made it a 3 1/3 and post it w/o any concerns.
The card, which you submitted, is kinda strange. Why Ice block? It doesn't sound logical that a hunter will cast a mage spell for their opponent (doesn't matter their class). For me this spell shouldn't destroy the deck either - it should recruit 3-5 beasts, which shouldn't attack the opp' face. Period.
I like it, but it's kinda wordy. Look at Vicious Fledgling for a sec. I would propose the following text - "Stealth After this minion attacks a hero, remove a spell from their deck". You could also use "the top spell" but personally for me it's not that important. RNG is RNG.
The first card seems overstated for its effect, the others are seriously understated.
My advice: - find a different art - 6 mana 4/5 or 3/6. You will most likely discard a buffing spell and thus there would be a good chance of you casting it on your minions. However the opponent may lose a resource or may cast a removal on their minions.
There is always the possibility of casting a buff spell on the enemy, BUT against aggro this card is too expensive anyway and against control you will just have to make some trades.
Also also, replace discard with remove in the text.
That's really OP. Not only is this a well stated, spy minion, but she allows you to choose which card you can remove from the opponent's deck. Imagine destroying crucial pieces and making combo players cry in a corner. I would have liked an effect, which makes you guess a card the opponent has included in their deck and if you guess it right, you can remove it. Something like Curious Glimmerroot. The problem is, that LittleOgreHearthstone already made something similar.
Interesting. I would like to propose a different text - Whenever you are about to discard a card, remove one from your deck instead. Find a different title.
As for the card itself, I think its balanced, but the stat distribution should be 3/4.
If kingsbane haven't existed, this would have been somewhat fair. But this card exists and mill rogue is really annoying in wild.
If kingsbane haven't existed, then the rogue player would have taken 21 damage as well and would probably die. Normally rogues have a lower Health than their opponents, since they get easily injured. They wouldn't heal themselves, unless they play Emperor Thaurisan beforehand. However the weapon allows them to undo the damage and to inflict even more. Sorry.
One final bump. I just want to know, if the cards are balanced. kthx:
Tokens:
Big thanks to CheeseEtc and Sinti for giving me their feedback and helpful advice. Quick notes:
1) Yeah, I was always aware of the power of this card in combo decks. Maybe it's still very strong, but I narrowed its power by giving it the legend status and increasing its cost by 2, while decreasing its stats at the same time. It was meant to be a stronger Hemet, Jungle Hunter. I hear people advising me to go with the 2nd or 3rd cards again, but I really want to know if the Lone Digger can be balanced at all.
I also thought of a way to prevent those cheesy turns by removing the cards from both the deck and the hand. That way druids would no longer use UI, in order to draw all of their pieces. The wording however was kinda hideous.
2) I wanted to lower his power. Clogging your opponent's deck with 5 minions sounded way too punishing. Maybe I have overdone it, when I didn't increase his stats that much, but I just thought how you get 2 benefits at the same time.
3) CheeseEtc wanted me to add 2 extra stat points to the minion (originally it was 1/3), but I really don't want to make it too busted. Sinti also feared its power and I agree with them on this one. For 4 mana you get 2 minions with a combined stat line of 5/6 (4/6 at first). Some may argue that we lose card resources in the process and if a 1 mana card has 1/1 stats, then the end result would be 4/5 or 3/5. However, there is a catch - aggro decks don't care about the late game. They want their value NOW. I like to see my card transforming the 1-drops into 3- ones and summoning them for free w/o the need to draw them first. So it's like a recruit mechanic with a high risk, high reward effect. I will gain a lot of tempo, if I transform my 1- or 2-drops, I won't lose anything if I happen to discard a 3- one and I'm really screwed if I discard a Doomguard or my DK. As you can see the Summoner is already powerful in an aggro deck and increasing his stats would be dangerous for the game. ________________________________________________________________________________________________________________________ I will gladly return the feedback. I think I still have some pages to cover.
@ CheeseEtc - I kinda liked your previous card more. Depending on the state of the game, you could lose valuable spells as well (dark pact, defile or even hellfire/warlock spellstone in some cases). But since currently you get to preserve your spells, I think that healing for 2 is just right, so gj.
Lone Digger: I guess it's unnecessary to make the tokens, for the text is clear enough, and even there is the fourth card type: hero card.
The Gnomenapper: I can't tell if the effect is good or bad for the player who played it, maybe you could reduce your deck by this, and give opponents some tiny minions which is not useful to them, but the effect is full of randomness that it may give opponents key card of your deck. Anyway, I don't like this one.
Tempted Summoner: I like this one out of the three. A very useful card for zoolock, which could combo with Drakkari Enchanter
@ CheeseEtc - I kinda liked your previous card more. Depending on the state of the game, you could lose valuable spells as well (dark pact, defile or even hellfire/warlock spellstone in some cases). But since currently you get to preserve your spells, I think that healing for 2 is just right, so gj.
Gnomenapper, or Tempted Summoner as a second choice. I changed because I had doubts it would see play in the any-card scenario.
thx for the feedback, but all I wanted to know if the stat distribution was done correctly.
Regarding your cards:
Soul Link > Imp > Mage Legendary
Ask for others' opinion about this, but imho the spell should cost 3 mana. I like to look at it as the 3 mana equivalent of Blessing of Kings. I know that buffing is paladin's class identity and that Bloodfury Potion already exists, but come on, the latter spell is really weak.
The imp was designed well, I have nothing else to say.
The mage card is kinda complicated. So it draws you a card (A), then it removes another one (B), which belongs to the same card type as the prior card (C). And on top of it, this is also a continuous effect (D). So it's like a Mana Tide Totem, but the drawback makes up for the 3 extra points of Attack. I don't like it - it's way too punishing for control and combo, not to mention that aggro mages have Aluneth already.
thx for the feedback, but all I wanted to know if the stat distribution was done correctly.
Regarding your cards:
Soul Link > Imp > Mage Legendary
Ask for others' opinion about this, but imho the spell should cost 3 mana. I like to look at it as the 3 mana equivalent of Blessing of Kings. I know that buffing is paladin's class identity and that Bloodfury Potion already exists, but come on, the latter spell is really weak.
The imp was designed well, I have nothing else to say.
The mage card is kinda complicated. On the one hand it draws you a card (A), while and on the other it removes another one (B), which belongs to the same card type as the prior card (C). And on top of it, this is also a continuous effect (D). So it's like a Mana Tide Totem, but the drawback makes up for the 3 extra points of Attack. I don't like it - it's way too punishing for control and combo, not to mention that aggro mages have Aluneth already.
Thanks for feedback! Vertne's intention is combo with Archmage Alugal, But I forgot the legendary weapon of mage which is more efficient. And the warlock spelI is a little weak for sure, I shall modify it with 3-cost. Thanks again!
You've got sleight of hand— you distract your opponent with your flashy spells all the while thinning their deck so you get the advantage. Also mill rogue.
What's the point of having it come from the bottom of the deck? There is no way to know the difference...right?
One final bump. I just want to know, if the cards are balanced. kthx:
Tokens:
Big thanks to CheeseEtc and Sinti for giving me their feedback and helpful advice. Quick notes:
1) Yeah, I was always aware of the power of this card in combo decks. Maybe it's still very strong, but I narrowed its power by giving it the legend status and increasing its cost by 2, while decreasing its stats at the same time. It was meant to be a stronger Hemet, Jungle Hunter. I hear people advising me to go with the 2nd or 3rd cards again, but I really want to know if the Lone Digger can be balanced at all.
I also thought of a way to prevent those cheesy turns by removing the cards from both the deck and the hand. That way druids would no longer use UI, in order to draw all of their pieces. The wording however was kinda hideous.
2) I wanted to lower his power. Clogging your opponent's deck with 5 minions sounded way too punishing. Maybe I have overdone it, when I didn't increase his stats that much, but I just thought how you get 2 benefits at the same time.
3) CheeseEtc wanted me to add 2 extra stat points to the minion (originally it was 1/3), but I really don't want to make it too busted. Sinti also feared its power and I agree with them on this one. For 4 mana you get 2 minions with a combined stat line of 5/6 (4/6 at first). Some may argue that we lose card resources in the process and if a 1 mana card has 1/1 stats, then the end result would be 4/5 or 3/5. However, there is a catch - aggro decks don't care about the late game. They want their value NOW. I like to see my card transforming the 1-drops into 3- ones and summoning them for free w/o the need to draw them first. So it's like a recruit mechanic with a high risk, high reward effect. I will gain a lot of tempo, if I transform my 1- or 2-drops, I won't lose anything if I happen to discard a 3- one and I'm really screwed if I discard a Doomguard or my DK. As you can see the Summoner is already powerful in an aggro deck and increasing his stats would be dangerous for the game.
________________________________________________________________________________________________________________________
I will gladly return the feedback. I think I still have some pages to cover.
@ CheeseEtc - I kinda liked your previous card more. Depending on the state of the game, you could lose valuable spells as well (dark pact, defile or even hellfire/warlock spellstone in some cases). But since currently you get to preserve your spells, I think that healing for 2 is just right, so gj.
K, enough spamming.
Page 3
The card is very complicated, wordy and it doesn't remove cards from your deck on its own. The token does it, and this doesn't count.
Right now I'm referring to the card you submitted. Tbh I like this effect - at worst this is a bodyless gnomeferatu. Mill Rogue can't abuse it, so that's a dope from me as well. My issue is, that the flavour isn't good enough. If you chose a different art and title, I would have liked it more.- Tony Spark - Tony Stark (Iron Man)
If you changed the name more adequately of both the card and its token and added the video as a reference, you would have gotten a bigger success.
As for the other card - I like it. It's very flavourful as well, but it's kinda complicated. You can shorten it the following way "Remove 2 cards from your opponent's deck and add them in your hand. Shuffle them back at the end of your turn". Alas, I hope a mod unmarks your Paul Swift card as a troll one.
Acolyte of Nightmare was better. You could have made it a 3 1/3 and post it w/o any concerns.
The card, which you submitted, is kinda strange. Why Ice block? It doesn't sound logical that a hunter will cast a mage spell for their opponent (doesn't matter their class). For me this spell shouldn't destroy the deck either - it should recruit 3-5 beasts, which shouldn't attack the opp' face. Period.
I like it, but it's kinda wordy. Look at Vicious Fledgling for a sec. I would propose the following text - "Stealth
After this minion attacks a hero, remove a spell from their deck". You could also use "the top spell" but personally for me it's not that important. RNG is RNG.
The first card seems overstated for its effect, the others are seriously understated.
My advice:
- find a different art
- 6 mana 4/5 or 3/6. You will most likely discard a buffing spell and thus there would be a good chance of you casting it on your minions. However the opponent may lose a resource or may cast a removal on their minions.
There is always the possibility of casting a buff spell on the enemy, BUT against aggro this card is too expensive anyway and against control you will just have to make some trades.
Also also, replace discard with remove in the text.
Page 4 (remaining)
I wanted to tell you that I like it. GL
That's really OP. Not only is this a well stated, spy minion, but she allows you to choose which card you can remove from the opponent's deck. Imagine destroying crucial pieces and making combo players cry in a corner. I would have liked an effect, which makes you guess a card the opponent has included in their deck and if you guess it right, you can remove it. Something like Curious Glimmerroot. The problem is, that LittleOgreHearthstone already made something similar.
So, sorry.
Interesting. I would like to propose a different text - Whenever you are about to discard a card, remove one from your deck instead. Find a different title.
As for the card itself, I think its balanced, but the stat distribution should be 3/4.
Page 5
Broken.
Hmm, I liked your previous card more. I'm not sure about the statline, but the art should be changed - it doesn't appear as a mech to me.
Gl though.
Lone Digger: I guess it's unnecessary to make the tokens, for the text is clear enough, and even there is the fourth card type: hero card.
The Gnomenapper: I can't tell if the effect is good or bad for the player who played it, maybe you could reduce your deck by this, and give opponents some tiny minions which is not useful to them, but the effect is full of randomness that it may give opponents key card of your deck. Anyway, I don't like this one.
Tempted Summoner: I like this one out of the three. A very useful card for zoolock, which could combo with Drakkari Enchanter
Gnomenapper, or Tempted Summoner as a second choice. I changed because I had doubts it would see play in the any-card scenario.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
thx for the feedback, but all I wanted to know if the stat distribution was done correctly.
Regarding your cards:
Soul Link > Imp > Mage Legendary
Ask for others' opinion about this, but imho the spell should cost 3 mana. I like to look at it as the 3 mana equivalent of Blessing of Kings. I know that buffing is paladin's class identity and that Bloodfury Potion already exists, but come on, the latter spell is really weak.
The imp was designed well, I have nothing else to say.
The mage card is kinda complicated. So it draws you a card (A), then it removes another one (B), which belongs to the same card type as the prior card (C). And on top of it, this is also a continuous effect (D). So it's like a Mana Tide Totem, but the drawback makes up for the 3 extra points of Attack. I don't like it - it's way too punishing for control and combo, not to mention that aggro mages have Aluneth already.
Thanks for feedback! Vertne's intention is combo with Archmage Alugal, But I forgot the legendary weapon of mage which is more efficient. And the warlock spelI is a little weak for sure, I shall modify it with 3-cost. Thanks again!
"Discover a card from your opponent's deck and remove it."
English isn't my first language, so please excuse any mistakes.
What's the point of having it come from the bottom of the deck? There is no way to know the difference...right?
Final Poll is now up!
You can find me here! Good luck everyone!