Interesting so far, but only having 1 secret per class kinda makes the whole point of a secret worthless, but you'll probably add more later.
As for balance, the only one that screams at me for being stupid is the druid one. Not only are random effects that include a wide pool not fun, but the highroll potential on that card is absurd. Turn 3 that into your opponent attacking into either a Tyrantus or a Ultrasaur is just horrible design. Maybe make a mana cap on it so that this sort of thing wouldn't happen?
Otherwise, the rest of them all look pretty interesting, with Hellbound being the only other one that looks like an auto include in any non-zoo deck for warlock.
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I don't have something witty about this deck, I just like it because Malygos is fun.
Druid is way out of balance. The secret should summon a Beast that cost (7) or less and the Druid of the Shadow should only destroy one enemy secret since it has another option to use and decent stats.
Druid is way out of balance. The secret should summon a Beast that cost (7) or less and the Druid of the Shadow should only destroy one enemy secret since it has another option to use and decent stats.
I agree that the Secret needs to be toned down, but I think Druid of the Shadow is fine, because its destruction half is still -2 Health below Chief Inspector, which I think makes up for the flexibility.
Why stick to the 3 secret costs we currently have? You could give priest 4 or 5 cost secrets, so you can give them things like, "when your opponent plays a minion with 3 or less attack, take control of it." Warrior could gain 0 cost secrets, with small effects, like: "When your hero is attacked, gain 5 armor."
Why stick to the 3 secret costs we currently have? You could give priest 4 or 5 cost secrets, so you can give them things like, "when your opponent plays a minion with 3 or less attack, take control of it." Warrior could gain 0 cost secrets, with small effects, like: "When your hero is attacked, gain 5 armor."
Just a thought i had.
Interesting idea, but I wanted to make it more uniform by having 3 classes have each cost from 1 to 3. Plus you can't make Secrets that are too high cost with the existence of cards like Mad Scientist and Subject 9.
Why stick to the 3 secret costs we currently have? You could give priest 4 or 5 cost secrets, so you can give them things like, "when your opponent plays a minion with 3 or less attack, take control of it." Warrior could gain 0 cost secrets, with small effects, like: "When your hero is attacked, gain 5 armor."
Just a thought i had.
Interesting idea, but I wanted to make it more uniform by having 3 classes have each cost from 1 to 3. Plus you can't make Secrets that are too high cost with the existence of cards like Mad Scientist and Subject 9.
I see the problem with mad scientist, but not with Subject 9. If they cost too much, they will begin to clog your hand. Personally, I like the idea of more variety in secret costs(10 mana secrets?), but the cheat of Mad Scientist does make that a design problem. 0 mana secrets, and maybe 4 mana secrets could still work though in my opinion
Why stick to the 3 secret costs we currently have? You could give priest 4 or 5 cost secrets, so you can give them things like, "when your opponent plays a minion with 3 or less attack, take control of it." Warrior could gain 0 cost secrets, with small effects, like: "When your hero is attacked, gain 5 armor."
Just a thought i had.
Interesting idea, but I wanted to make it more uniform by having 3 classes have each cost from 1 to 3. Plus you can't make Secrets that are too high cost with the existence of cards like Mad Scientist and Subject 9.
I see the problem with mad scientist, but not with Subject 9. If they cost too much, they will begin to clog your hand. Personally, I like the idea of more variety in secret costs(10 mana secrets?), but the cheat of Mad Scientist does make that a design problem. 0 mana secrets, andand maybe 4 mana secrets could still work though in my opinion
I see your point, but I've already made up my mind for the set in that regard. Thank you for your input though.
And in regards to Subject 9, if Secrets are too expensive/powerful, Subject 9 will essentially be a Neutral Juicy Psychmelon; a card that's tearing Wild apart at the seams.
This set revolves around Secrets and various synergies and anti-synergies with it.
Every class will get Secrets!
Druid will get 3-Cost Secrets
Priest will get 1-Cost Secrets
Shaman will get 1-Cost Secrets
Warlock will get 3-Cost Secrets
Warrior will get 2-Cost Secrets
Constructive criticism is appreciated and I hope you enjoy.
Balances Changes (2/2)
Druid (2/10)
Hunter (0/10)
Mage (1/10)
Paladin (1/10)
Priest (3/10)
Rogue (2/10)
Shaman (3/10)
Warlock (1/10)
Warrior (2/10)
Neutral (2/45)
Awesome... except Druid of the Shadow is probably too good.
Interesting so far, but only having 1 secret per class kinda makes the whole point of a secret worthless, but you'll probably add more later.
As for balance, the only one that screams at me for being stupid is the druid one. Not only are random effects that include a wide pool not fun, but the highroll potential on that card is absurd. Turn 3 that into your opponent attacking into either a Tyrantus or a Ultrasaur is just horrible design. Maybe make a mana cap on it so that this sort of thing wouldn't happen?
Otherwise, the rest of them all look pretty interesting, with Hellbound being the only other one that looks like an auto include in any non-zoo deck for warlock.
I don't have something witty about this deck, I just like it because Malygos is fun.
New Warrior Secret!
New Neutral Minion!
Druid is way out of balance. The secret should summon a Beast that cost (7) or less and the Druid of the Shadow should only destroy one enemy secret since it has another option to use and decent stats.
This space is intentionally blank.
I agree that the Secret needs to be toned down, but I think Druid of the Shadow is fine, because its destruction half is still -2 Health below Chief Inspector, which I think makes up for the flexibility.
I'm loving Mind Crush. Absolutely fantastic idea that should definitely be made real for the game.
The Beast Within Balance Change!
Thank you :).
New Paladin Legendary Minion!
Why stick to the 3 secret costs we currently have? You could give priest 4 or 5 cost secrets, so you can give them things like, "when your opponent plays a minion with 3 or less attack, take control of it." Warrior could gain 0 cost secrets, with small effects, like: "When your hero is attacked, gain 5 armor."
Just a thought i had.
Interesting idea, but I wanted to make it more uniform by having 3 classes have each cost from 1 to 3. Plus you can't make Secrets that are too high cost with the existence of cards like Mad Scientist and Subject 9.
New Rogue Secret!
I see the problem with mad scientist, but not with Subject 9. If they cost too much, they will begin to clog your hand. Personally, I like the idea of more variety in secret costs(10 mana secrets?), but the cheat of Mad Scientist does make that a design problem. 0 mana secrets, and maybe 4 mana secrets could still work though in my opinion
I see your point, but I've already made up my mind for the set in that regard. Thank you for your input though.
And in regards to Subject 9, if Secrets are too expensive/powerful, Subject 9 will essentially be a Neutral Juicy Psychmelon; a card that's tearing Wild apart at the seams.
As far as ideas for shaman secrets, would canceling a battlecry be too powerful?
Probably not. Especially since your opponent can play around it.
New Shaman Secret!
New Shaman Minion!